ORAS UU: The Next Best Thing (New Version Coming Soon)

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Kreme

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Mono Dual STABs Nasty Plot Infernape



Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Vacuum Wave
- Focus Blast
- Nasty Plot

This set is one of the best special sweepers I've had the pleasure of using. Only so many Pokemon can stand up to this set after a boost. Assault Vest, naturally faster Pokemon that resist Vacuum Wave, few select walls and other priority are some of the only ways this can be stopped. I paired this set with both Hydreigon and Pursuit Aerodactyl to ensure Chandelure was out of the way and Pursuit Aerodactyl helped me weaken Assault Vest Goodra, Crobat and Beedrill among others to ensure this thing could sweep. It does most of what Grass Knot did and then some. OHKOing the likes of Suicune, CurseLax, etc at +2.

+2 252 SpA Life Orb Infernape Focus Blast vs. 252 HP / 0 SpD Suicune: 386-456 (95.5 - 112.8%) -- guaranteed OHKO after Stealth Rock

+2 252 SpA Life Orb Infernape Focus Blast vs. 40 HP / 216 SpD Alomomola: 571-672 (118.7 - 139.7%) -- guaranteed OHKO

+2 252 SpA Life Orb Infernape Focus Blast vs. 144 HP / 176+ SpD Snorlax: 624-736 (125.5 - 148%) -- guaranteed OHKO

+2 252 SpA Life Orb Infernape Focus Blast vs. 252 HP / 0 SpD Assault Vest Goodra: 204-242 (53.1 - 63%) -- guaranteed 2HKO after Stealth Rock

+2 252 SpA Life Orb Infernape Focus Blast vs. 252 HP / 4 SpD Blissey: 671-790 (93.9 - 110.6%) -- guaranteed OHKO after Stealth Rock

+2 252 SpA Life Orb Infernape Focus Blast vs. 200 HP / 56+ SpD Vaporeon: 390-460 (86.4 - 101.9%) -- 87.5% chance to OHKO after Stealth Rock

+2 252 SpA Life Orb Infernape Focus Blast vs. 240 HP / 0 SpD Swampert: 476-562 (118.7 - 140.1%) -- guaranteed OHKO

+2 252 SpA Life Orb Infernape Focus Blast vs. 248 HP / 0 SpD Rotom-H: 411-485 (135.6 - 160%) -- guaranteed OHKO
 

SubSalac Infernape

Infernape @ Salac Berry
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Acrobatics / Blaze Kick

SubSalac makes revenge killing a little harder for the opponent outside of priority, naturally outspeeding the entire metagame after a speed boost and being immune to status while behind a sub. The last move in the set also takes advantage of the Salac Berry and Substitute, as Acrobatics is powered up after the berry is eaten and the same goes for Blaze Kick since Blaze gets activated at that point.

Acrobatics can be chosen for perfect coverage outside of Doublade, but it may struggle more against some bulky resists like Gligar, Reuniclus and Cresselia if so. It is the best way of getting past Chandelure, Dragalge, Tentacruel and Slowking, however. Blaze Kick is slightly stronger than Acrobatics, takes advantage of Blaze and can be used effectively pre-Salac Berry, but leaves it more vulnerable to the Pokemon above (especially Chandy). Stone Edge and Shadow Claw are also worth considering. Flare Blitz pretty much kills it after the Berry activates, so it's not recommended.
 


Frank Castle (Infernape) @ Life Orb
Ability: Iron Fist / Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Fire Punch / Flare Blitz
- Punishment

The ultimate psychic type lure. Forretress is probably the best partner as it can take hits from psychics if they decide to attack before boosting but can't actually hurt them back which makes it a set up fodder. So they think they are cash and start setting up calm minds as you get your hazards. Just before they go to +6 bring Ape with a slow volt switch and claim their soul.

Or you can throw Ape to the battlefield after getting a kill with either u-turn or volt switch to lure Slowking, Cresselia, Chandelure etc. set up an SD as they CM and go to town. Punishment has a guaranteed KO vs Slowking after either 1 SD and 1 CM or 3 CMs, vs Meloetta after 2 CMs, vs Reuniclus after either 1 SD and 1 CM or 3 CMs, vs Chandelure after 1 CM.

Here is a replay where i claim a poor and innocent soul who is unaware of what's gonna happen to him during the Victini suspect. The opponent might not be the most experienced player but let's be real even the best players would make the same plays with their Cress vs Forry.
 

Sub Focus Punch
Infernape @ Life Orb/ Leftovers/ Liechi Berry
Ability: Iron Fist
EVs: 252 Atk / 4 HP / 252 Spe
Jolly Nature/ Adamant Nature
- Substitute
- Focus Punch
- Mach Punch/ Encore
- Stone Edge/ Flare Blitz/ Fire Punch

An iron fist focus punch hits really hard! The best part about this set is it takes full advantage of people switching out of infernape not wanted to take a CC or a fire stab. You can run enore to beat reuni and suicune if they predict a switch, or you can run mach to threaten out with priority. Stone Edge is great coverage for Chandy and Salamence but you can run fire stab because power! Just depends on your team! Now the item Choice is very important. If you plan on using infernape as a pivot because your team is weak to ice or grass, then I would use leftovers. If you plan on this being a late game win condition, then I would use Liechi. If you want this to be able to revenge kill as wall break I would use life orb. I suggest Jolly but Adamant mach punch is really great!
 
Well yeah, Infernape was previously done in TNBT back in X/Y, and the set I've used before is actually more viable, with a few tweaks.

YAMI (Yet Another Mixed Infernape)

Infernape @ Life Orb
Ability: Iron Fist
EVs: 216 Atk / 40 SpA / 252 Spe
Hasty Nature (+Spe, -Def)
- Close Combat
- Fire Blast
- Work Up
- Thunder Punch / Earthquake

Life Orb Infernape, Work Up style. This set functions differently from more conventional mixed or boosting sets, by first softening its checks and faster Pokemon as they switch in (usually with Iron Fist Thunder Punches) and retreating after, then setting up a Work Up +1/+1 offensive boost later in the match to become a nightmarish mixed cleaner to pick off weakened teams. The last move determines what few Pokemon will wall you; Thunder Punch makes Dragalge untouchable and misses the OHKO on Chandelure at +1, while Earthquake obliterates those two and hits Arcanine and Florges a bit harder, but leaves Infernape helpless against Slowking. Overall, Thunder Punch generally offers better coverage.

40 SpA EVs guarantee the OHKO on standard Mega Aggron with a +1 Fire Blast, 252 Speed EVs with a boosting nature allow Infernape to speed tie Cobalion and outspeed base 105's, and the rest goes to Attack to make sure Close Combat and Thunder Punch hit as hard as possible. Blaze should be used if running Earthquake.

Stealth Rock and U-Turn/Volt Switch chip damage are this set's best friends. Rapid Spin or Defog support to prevent extra residual damage is nice too. A powerful Dark type, particularly Hydreigon, reliably handles Slowking, Chandelure, Cresselia, and Salamence, making Infernape's life much easier, especially if running Earthquake. Hydreigon also gets a special mention for stomping Dragalge, which walls Thunder Punch variants.

Unboosted
216 Atk Life Orb Infernape Close Combat vs. 252 HP / 4 Def Goodra: 282-333 (73.4 - 86.7%) -- guaranteed 2HKO

216 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 248 HP / 0 Def Crobat: 255-302 (68.3 - 80.9%) -- 43.8% chance to OHKO after Stealth Rock

40 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Bronzong: 291-346 (86 - 102.3%) -- 50% chance to OHKO after Stealth Rock

40 SpA Life Orb Infernape Fire Blast vs. 240 HP / 16 SpD Eviolite Doublade: 377-447 (118.1 - 140.1%) -- guaranteed OHKO

40 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Eviolite Gligar: 156-185 (46.7 - 55.3%) -- guaranteed 2HKO after Stealth Rock

216 Atk Life Orb Infernape Earthquake vs. 248 HP / 252+ Def Arcanine: 198-234 (51.6 - 61%) -- 95.3% chance to 2HKO after Leftovers recovery

8 Atk Arcanine Extreme Speed vs. 0 HP / 0- Def Infernape: 93-110 (31.7 - 37.5%) -- 89.3% chance to 3HKO

Boosted
+1 216 Atk Life Orb Infernape Close Combat vs. 252 HP / 4 Def Goodra: 422-499 (109.8 - 129.9%) -- guaranteed OHKO

+1 40 SpA Life Orb Infernape Fire Blast vs. 4 HP / 0 SpD Slurpuff: 316-372 (103.2 - 121.5%) -- guaranteed OHKO

+1 40 SpA Life Orb Infernape Fire Blast vs. 252 HP / 240 SpD Filter Mega Aggron: 345-406 (100.2 - 118%) -- guaranteed OHKO

+1 40 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Eviolite Gligar: 234-277 (70 - 82.9%) -- guaranteed 2HKO

+1 40 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Cresselia: 199-234 (44.8 - 52.7%) -- 82.4% chance to 2HKO after Stealth Rock and Leftovers recovery

+1 216 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 0 HP / 0 Def Chandelure: 174-205 (66.6 - 78.5%) -- 31.3% chance to OHKO after Stealth Rock

+1 216 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 252 HP / 232 Def Florges: 162-192 (45 - 53.3%) -- 90.2% chance to 2HKO after Stealth Rock and Leftovers recovery

+1 216 Atk Life Orb Infernape Earthquake vs. 252 HP / 232 Def Florges: 182-214 (50.5 - 59.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

+1 216 Atk Life Orb Infernape Close Combat vs. 0 HP / 0 Def Salamence: 191-225 (57.7 - 67.9%) -- guaranteed 2HKO

+1 216 Atk Life Orb Infernape Close Combat vs. 188 HP / 0 Def Dragalge: 173-204 (54.4 - 64.1%) -- guaranteed 2HKO after Black Sludge recovery

+1 216 Atk Life Orb Infernape Close Combat vs. 248 HP / 252+ Def Mega Ampharos: 220-261 (57.4 - 68.1%) -- guaranteed 2HKO (does 74% max in return with Dragon Pulse if Hasty)

+1 216 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 248 HP / 252+ Def Slowking: 265-312 (67.4 - 79.3%) -- guaranteed 2HKO after Leftovers recovery

+1 216 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 252 HP / 252+ Def Suicune: 208-247 (51.4 - 61.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 
Last edited:

dingbat

snek
is a Top Tiering Contributor Alumnus
Smh Slate. took the set I was about to post. Well, I have a back-up, and it's this:
Sub+Encore Infernape

Infernape @ Leftovers
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Flare Blitz/Stone Edge
- Close Combat
- Encore


This set hedges on Infernape's speed, which allows it to outspeed almost all of the metagame's relevant defensive Pokemon, which the exception of bulky Crobat and Mega Aerodactyl. When an opponent's cleric or hazard-setter comes in to do its thing, Infernape can Encore that thing and then set up a Substitute while it switches. At that point, almost any offensive check to Infernape (besides Infiltrator Crobat and Chandelure, depending on coverage) is forced to stomach a base 120 STAB move from Infernape to break the Substitute, while slower defensive mons might have to take two hits (or more if the Defensive 'mon is too weak to break the Sub). If you get yourself into Blaze range through a combination of Substitute and recoil, you can also get a power-up on Flare Blitz (if you decide to run it), making this set even harder to wall. This set can take a number of passive Pokemon by surprise, most notably Forretress, which it uses as setup fodder almost instantly.
Mono Dual STABs Nasty Plot Infernape



Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Vacuum Wave
- Focus Blast
- Nasty Plot

This set is one of the best special sweepers I've had the pleasure of using. Only so many Pokemon can stand up to this set after a boost. Assault Vest, naturally faster Pokemon that resist Vacuum Wave, few select walls and other priority are some of the only ways this can be stopped. I paired this set with both Hydreigon and Pursuit Aerodactyl to ensure Chandelure was out of the way and Pursuit Aerodactyl helped me weaken Assault Vest Goodra, Crobat and Beedrill among others to ensure this thing could sweep. It does most of what Grass Knot did and then some. OHKOing the likes of Suicune, CurseLax, etc at +2.

+2 252 SpA Life Orb Infernape Focus Blast vs. 252 HP / 0 SpD Suicune: 386-456 (95.5 - 112.8%) -- guaranteed OHKO after Stealth Rock

+2 252 SpA Life Orb Infernape Focus Blast vs. 40 HP / 216 SpD Alomomola: 571-672 (118.7 - 139.7%) -- guaranteed OHKO

+2 252 SpA Life Orb Infernape Focus Blast vs. 144 HP / 176+ SpD Snorlax: 624-736 (125.5 - 148%) -- guaranteed OHKO

+2 252 SpA Life Orb Infernape Focus Blast vs. 252 HP / 0 SpD Assault Vest Goodra: 204-242 (53.1 - 63%) -- guaranteed 2HKO after Stealth Rock

+2 252 SpA Life Orb Infernape Focus Blast vs. 252 HP / 4 SpD Blissey: 671-790 (93.9 - 110.6%) -- guaranteed OHKO after Stealth Rock

+2 252 SpA Life Orb Infernape Focus Blast vs. 200 HP / 56+ SpD Vaporeon: 390-460 (86.4 - 101.9%) -- 87.5% chance to OHKO after Stealth Rock

+2 252 SpA Life Orb Infernape Focus Blast vs. 240 HP / 0 SpD Swampert: 476-562 (118.7 - 140.1%) -- guaranteed OHKO

+2 252 SpA Life Orb Infernape Focus Blast vs. 248 HP / 0 SpD Rotom-H: 411-485 (135.6 - 160%) -- guaranteed OHKO

SubSalac Infernape

Infernape @ Salac Berry
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Acrobatics / Blaze Kick

SubSalac makes revenge killing a little harder for the opponent outside of priority, naturally outspeeding the entire metagame after a speed boost and being immune to status while behind a sub. The last move in the set also takes advantage of the Salac Berry and Substitute, as Acrobatics is powered up after the berry is eaten and the same goes for Blaze Kick since Blaze gets activated at that point.

Acrobatics can be chosen for perfect coverage outside of Doublade, but it may struggle more against some bulky resists like Gligar, Reuniclus and Cresselia if so. It is the best way of getting past Chandelure, Dragalge, Tentacruel and Slowking, however. Blaze Kick is slightly stronger than Acrobatics, takes advantage of Blaze and can be used effectively pre-Salac Berry, but leaves it more vulnerable to the Pokemon above (especially Chandy). Stone Edge and Shadow Claw are also worth considering. Flare Blitz pretty much kills it after the Berry activates, so it's not recommended.


Frank Castle (Infernape) @ Life Orb
Ability: Iron Fist / Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Fire Punch / Flare Blitz
- Punishment

The ultimate psychic type lure. Forretress is probably the best partner as it can take hits from psychics if they decide to attack before boosting but can't actually hurt them back which makes it a set up fodder. So they think they are cash and start setting up calm minds as you get your hazards. Just before they go to +6 bring Ape with a slow volt switch and claim their soul.

Or you can throw Ape to the battlefield after getting a kill with either u-turn or volt switch to lure Slowking, Cresselia, Chandelure etc. set up an SD as they CM and go to town. Punishment has a guaranteed KO vs Slowking after either 1 SD and 1 CM or 3 CMs, vs Meloetta after 2 CMs, vs Reuniclus after either 1 SD and 1 CM or 3 CMs, vs Chandelure after 1 CM.

Here is a replay where i claim a poor and innocent soul who is unaware of what's gonna happen to him during the Victini suspect. The opponent might not be the most experienced player but let's be real even the best players would make the same plays with their Cress vs Forry.

Sub Focus Punch
Infernape @ Life Orb/ Leftovers/ Liechi Berry
Ability: Iron Fist
EVs: 252 Atk / 4 HP / 252 Spe
Jolly Nature/ Adamant Nature
- Substitute
- Focus Punch
- Mach Punch/ Encore
- Stone Edge/ Flare Blitz/ Fire Punch

An iron fist focus punch hits really hard! The best part about this set is it takes full advantage of people switching out of infernape not wanted to take a CC or a fire stab. You can run enore to beat reuni and suicune if they predict a switch, or you can run mach to threaten out with priority. Stone Edge is great coverage for Chandy and Salamence but you can run fire stab because power! Just depends on your team! Now the item Choice is very important. If you plan on using infernape as a pivot because your team is weak to ice or grass, then I would use leftovers. If you plan on this being a late game win condition, then I would use Liechi. If you want this to be able to revenge kill as wall break I would use life orb. I suggest Jolly but Adamant mach punch is really great!
Well yeah, Infernape was previously done in TNBT back in X/Y, and the set I've used before is actually more viable, with a few tweaks.

YAMI (Yet Another Mixed Infernape)

Infernape @ Life Orb
Ability: Iron Fist
EVs: 216 Atk / 40 SpA / 252 Spe
Hasty Nature (+Spe, -Def)
- Close Combat
- Fire Blast
- Work Up
- Thunder Punch / Earthquake

Life Orb Infernape, Work Up style. This set functions differently from more conventional mixed or boosting sets, by first softening its checks and faster Pokemon as they switch in (usually with Iron Fist Thunder Punches) and retreating after, then setting up a Work Up +1/+1 offensive boost later in the match to become a nightmarish mixed cleaner to pick off weakened teams. The last move determines what few Pokemon will wall you; Thunder Punch makes Dragalge untouchable and misses the OHKO on Chandelure at +1, while Earthquake obliterates those two and hits Arcanine and Florges a bit harder, but leaves Infernape helpless against Slowking. Overall, Thunder Punch generally offers better coverage.

40 SpA EVs guarantee the OHKO on standard Mega Aggron with a +1 Fire Blast, 252 Speed EVs with a boosting nature allow Infernape to speed tie Cobalion and outspeed base 105's, and the rest goes to Attack to make sure Close Combat and Thunder Punch hit as hard as possible. Blaze should be used if running Earthquake.

Stealth Rock and U-Turn/Volt Switch chip damage are this set's best friends. Rapid Spin or Defog support to prevent extra residual damage is nice too. A powerful Dark type, particularly Hydreigon, reliably handles Slowking, Chandelure, Cresselia, and Salamence, making Infernape's life much easier, especially if running Earthquake. Hydreigon also gets a special mention for stomping Dragalge, which walls Thunder Punch variants.

Unboosted
216 Atk Life Orb Infernape Close Combat vs. 252 HP / 4 Def Goodra: 282-333 (73.4 - 86.7%) -- guaranteed 2HKO

216 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 248 HP / 0 Def Crobat: 255-302 (68.3 - 80.9%) -- 43.8% chance to OHKO after Stealth Rock

40 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Bronzong: 291-346 (86 - 102.3%) -- 50% chance to OHKO after Stealth Rock

40 SpA Life Orb Infernape Fire Blast vs. 240 HP / 16 SpD Eviolite Doublade: 377-447 (118.1 - 140.1%) -- guaranteed OHKO

40 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Eviolite Gligar: 156-185 (46.7 - 55.3%) -- guaranteed 2HKO after Stealth Rock

216 Atk Life Orb Infernape Earthquake vs. 248 HP / 252+ Def Arcanine: 198-234 (51.6 - 61%) -- 95.3% chance to 2HKO after Leftovers recovery

8 Atk Arcanine Extreme Speed vs. 0 HP / 0- Def Infernape: 93-110 (31.7 - 37.5%) -- 89.3% chance to 3HKO

Boosted
+1 216 Atk Life Orb Infernape Close Combat vs. 252 HP / 4 Def Goodra: 422-499 (109.8 - 129.9%) -- guaranteed OHKO

+1 40 SpA Life Orb Infernape Fire Blast vs. 4 HP / 0 SpD Slurpuff: 316-372 (103.2 - 121.5%) -- guaranteed OHKO

+1 40 SpA Life Orb Infernape Fire Blast vs. 252 HP / 240 SpD Filter Mega Aggron: 345-406 (100.2 - 118%) -- guaranteed OHKO

+1 40 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Eviolite Gligar: 234-277 (70 - 82.9%) -- guaranteed 2HKO

+1 40 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Cresselia: 199-234 (44.8 - 52.7%) -- 82.4% chance to 2HKO after Stealth Rock and Leftovers recovery

+1 216 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 0 HP / 0 Def Chandelure: 174-205 (66.6 - 78.5%) -- 31.3% chance to OHKO after Stealth Rock

+1 216 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 252 HP / 232 Def Florges: 162-192 (45 - 53.3%) -- 90.2% chance to 2HKO after Stealth Rock and Leftovers recovery

+1 216 Atk Life Orb Infernape Earthquake vs. 252 HP / 232 Def Florges: 182-214 (50.5 - 59.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

+1 216 Atk Life Orb Infernape Close Combat vs. 0 HP / 0 Def Salamence: 191-225 (57.7 - 67.9%) -- guaranteed 2HKO

+1 216 Atk Life Orb Infernape Close Combat vs. 188 HP / 0 Def Dragalge: 173-204 (54.4 - 64.1%) -- guaranteed 2HKO after Black Sludge recovery

+1 216 Atk Life Orb Infernape Close Combat vs. 248 HP / 252+ Def Mega Ampharos: 220-261 (57.4 - 68.1%) -- guaranteed 2HKO (does 74% max in return with Dragon Pulse if Hasty)

+1 216 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 248 HP / 252+ Def Slowking: 265-312 (67.4 - 79.3%) -- guaranteed 2HKO after Leftovers recovery

+1 216 Atk Life Orb Iron Fist Infernape Thunder Punch vs. 252 HP / 252+ Def Suicune: 208-247 (51.4 - 61.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
vote pls

Benzmafia

edit: i'm missing a couple nominees on previous page lol, will make that on next post
 

dingbat

snek
is a Top Tiering Contributor Alumnus

Specially Defensive Stallbreaker Ape

Infernape @ Leftovers
Ability: Iron Fist
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Taunt
- Slack Off
- Fire Punch

I'm relatively sure that this was a set on the previous NBT, but since it's such a nice set and nobody ever uses it (seriously, I haven't seen this set used in at least 6 months) I'm going to use it as an entry and hopefully give this set some popularity that it deserves. Stallbreaker Infernape is very good because of its nice support movepool- having access to all four of Taunt, Will-O-Wisp, Slack Off and a passive, Iron Fist-boosted STAB move like Fire Punch gives it a lot of versatility. Defensive sets are often overlooked because they are "too frail", which is somewhat true but is patched up by its nice defensive typing and access to WoW. 76/71/71 defensive stats sound terrible, but in practice the EVd stats are actually not horrible, as Infernape gains access to 355 HP and 265 SpDef, allowing it to easily take hits from weak special attackers and even somewhat take hits from stronger ones. However, this set's purpose should not be forgotten- it's a stallbreaker, not a wall. Don't try to use it as something which can eat hits from stuff like Chandelure or Roserade, because it doesn't have stellar defensive stats which give it a purpose as a wall. Its effectiveness as a stallbreakers comes from its movepool- the bulk is just maximized as much as possible. It should be able to take most hits from almost any pokemon on a defensive or stall team and cripple almost everything with Will-O-Wisp and Taunt. In this way, it works like a faster Jellicent, without an immunity to Water/Normal/Fighting but with key resistances to Grass and Dark and a quad resist to Bug. I'll throw in some calcs in the bottom here to show off its extra bulk when properly invested.

252 SpA Hydreigon Draco Meteor vs. 252 HP / 252+ SpD Infernape: 184-217 (51.6 - 60.9%) -- guaranteed 3HKO
252 SpA Chandelure Shadow Ball vs. 252 HP / 252+ SpD Infernape: 127-150 (35.6 - 42.1%) -- guaranteed 3HKO
252+ SpA Mold Breaker Mega Ampharos Dragon Pulse vs. 252 HP / 252+ SpD Infernape: 162-192 (45.5 - 53.9%) -- 42.2% chance to 2HKO
252 SpA Mega Houndoom Fire Blast vs. 252 HP / 252+ SpD Infernape: 84-100 (23.5 - 28%) -- 91.9% chance to 4HKO
252 SpA Life Orb Whimsicott Moonblast vs. 252 HP / 252+ SpD Infernape: 126-149 (35.3 - 41.8%) -- guaranteed 3HKO
4 SpA Suicune Scald vs. 252 HP / 252+ SpD Infernape: 144-170 (40.4 - 47.7%) -- guaranteed 3HKO
0 SpA Jellicent Scald vs. 252 HP / 252+ SpD Infernape: 134-162 (37.6 - 45.5%) -- guaranteed 3HKO
0 SpA Empoleon Scald vs. 252 HP / 252+ SpD Infernape: 168-200 (47.1 - 56.1%) -- 26.2% chance to 2HKO after Leftovers recovery
0 SpA Vaporeon Scald vs. 252 HP / 252+ SpD Infernape: 168-198 (47.1 - 55.6%) -- 18% chance to 2HKO after Leftovers recovery
0 SpA Slowking Scald vs. 252 HP / 252+ SpD Infernape: 152-182 (42.6 - 51.1%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Life Orb Sheer Force Nidoqueen Sludge Wave vs. 252 HP / 252+ SpD Infernape: 179-212 (50.2 - 59.5%) -- 80.9% chance to 2HKO after Leftovers recovery
o, it was just slate's
 

YABO

King Turt
is a Community Contributor Alumnusis a Tiering Contributor Alumnus
You forgot mine SD Flame Charge is good. SD, flame charge, flare blitz, close combat. Flame Charge when shit like Crobat comes in and you outspeed everything. Kill entei, trap chandelure, and weaken bulky waters and you win!
 
Jaguar360

And not because he voted for me. It reminds of the once awesome SubPetaya Empoleon in reverse with Blaze, which I've always had a soft spot for. Nice sets.
 
Reuni too common now a days
BenzMafia
I'll probably tweek the set to more of a revenge killer role than an sd sweeper but really like the idea of it.
 
You forgot mine SD Flame Charge is good. SD, flame charge, flare blitz, close combat. Flame Charge when shit like Crobat comes in and you outspeed everything. Kill entei, trap chandelure, and weaken bulky waters and you win!
Chandelure can't be trapped. Probably just a hasty mistake from rushing through, but just saying :P
 
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