Gen 4 DPP OU Infernape Mixed Attacker (GP 1/1)

[SET]
name: Mixed Attacker
move 1: Fire Blast / Overheat
move 2: Close Combat
move 3: U-turn / Hidden Power Ice / Mach Punch
move 4: Grass Knot / U-turn / Slack Off
item: Expert Belt / Life Orb / Leftovers
ability: Blaze
nature: Naive / Rash
evs: 64 Atk / 252 SpA / 192 Spe

[SET COMMENTS]
Moves
========

Infernape's offensive typing and movepool allow it to be an effective mixed attacker. Fire Blast hits physically bulky Steel-types super effectively, OHKOing Skarmory, Metagross, and Jirachi without bulk investment. Overheat is another option, especially with a physically-oriented set to maintain those OHKOs on Metagross and Jirachi. It also is a good option when using Leftovers, as it will guarantee a KO on maximum HP Jirachi after Stealth Rock, unlike Fire Blast. Close Combat lets Infernape hammer more specially defensive Steel-types such as Empoleon and Heatran while OHKOing Clefable and Tyranitar, as well as Blissey after Stealth Rock. It is also a strong, perfectly accurate attack that hits neutral targets such as Flygon, Swampert, and Suicune effectively if Infernape lacks the correct coverage move.

U-turn lets Infernape pivot effectively, as common checks such as Latias and Starmie are weak to it and it racks up entry hazard damage on targets such as Gyarados, Gengar, and Dragonite, so their ability to answer Infernape diminishes. Hidden Power Ice OHKOes Flygon outright and OHKOes Dragonite and offensive Gliscor after Stealth Rock, and it also hits Latias super effectively. Grass Knot covers Water- and Ground-types, for example OHKOing Swampert and Quagsire with a boosting item and 2HKOing Milotic, Hippowdon, Starmie, and Suicune. Mach Punch gives Infernape priority and helps KO weakened Dragon Dance Tyranitar, Lucario, and Agility Empoleon. Slack Off mitigates residual damage and takes advantage of the many switches that Infernape forces. Using Slack Off gives up the utility of U-turn or the additional coverage of Grass Knot or Hidden Power Ice, however.

Set Details
========

With a Naive or Hasty nature, 192 Speed EVs allow Infernape to outrun positive-nature base 100s, such as Jirachi and Flygon. From there, its Special Attack and Attack EVs can be split up depending on its moveset, its coverage options, and what it needs to deal with. This specific EV spread is for specially-based Infernape to maximize its utility from its coverage moves while still handling Clefable, Tyranitar, Empoleon, and Heatran with Close Combat. Without a boosting item, it should run at least 144 Attack EVs to OHKO specially defensive Clefable with Close Combat. From there, the remaining EVs can be dumped into Special Attack. Alternatively, if running mostly physical moves, Infernape should use primarily Attack EVs. A good benchmark for physically-based sets is 92 Special Attack EVs, as this allows Infernape to OHKO Jirachi lacking bulk EVs with Overheat. A Speed-boosting nature is usually best to outspeed crucial targets such as offensive Jirachi, mixed Flygon, offensive Zapdos, and Gliscor. However, an Attack- or Special Attack-boosting nature can compensate for its lesser power, especially without Expert Belt or Life Orb. Infernape's nature should lower either of its defenses, but lowering Special Defense is preferred, as it can take physical attacks such as Jirachi's Body Slam and Choice Scarf Lucario's Close Combat with its Defense intact. A Defense-hindering nature helps against Life Orb Gengar and Choice Scarf Rotom-A, but surviving physical attacks is preferred.

For Infernape's item, Expert Belt offers the best mix between power and survivability. It gives the necessary power boost for targets such as maximum HP Jirachi, Swampert, and Dragonite, and Gliscor without Stealth Rock, while not costing 10% of its health every turn. However, it does not boost neutral hits, leaving something to be desired against defensive Pokemon such as Rotom-A and Zapdos. Life Orb further boosts its power and makes Infernape quite difficult to switch into. Life Orb only gives it a few turns to make an impact, however. Leftovers also is quite helpful, especially with an Attack- or Special Attack-boosting nature. It allows Infernape to mitigate residual damage and stick around to use its coverage moves on more Pokemon. Slack Off can mitigate the residual damage issue with Life Orb, but Infernape can struggle to find times to use it.

Usage Tips
========

Infernape's frailty and susceptibility to residual damage mean it should avoid switching in directly, and instead it should try to get in on a forced switch or U-turn, or after a teammate is KOed. With U-turn, Infernape is quite effective at wearing down its answers in conjunction with Stealth Rock, so even if it can hit the foe super effectively, using U-turn can be good to help wear down the opposing team. Avoid bringing Infernape in too many times early on, as it will get worn down quickly. How Infernape is played depends on its item; with Leftovers, it commonly lures in Dark-weak foes vulnerable to Pursuit trapping such as Gengar, Latias, and Starmie. Take advantage of this to switch in Pursuit Tyranitar to get rid of them. This threat of Pursuit can force the opponent to answer Infernape with Pokemon that do not handle it as well, such as Hippowdon or Choice Scarf Tyranitar. With more offensive items, Infernape should aim to hit as hard as possible for as long as possible; do not be afraid to predict switches, as hitting something super effectively with an Expert Belt or Life Orb boost can be devastating.

Team Options
========

This Infernape set fits well on more offensive teams, as its coverage and U-turn can help break open defensive cores. One of Infernape's best partners is Tyranitar, as it can Pursuit trap the Dark-weak foes that commonly check Infernape. Alternatively, it can run a Dragon Dance set and set up on these Pursuit-weak Pokemon after they try to switch into Infernape. However, watch out for sand exacerbating Infernape's residual damage. Scizor is another Pursuit trapper that can fit well with Infernape and does not set up sand, and it appreciates Infernape's coverage moves wearing down bulkier Pokemon such as Water-types. It can also form a U-turn core with Infernape or potentially set up with Swords Dance. It also provides a strong check to Dragon Dance Tyranitar, helping Infernape to drop Mach Punch more easily. Infernape enjoys entry hazards to help wear down bulkier Pokemon and make up for its lack of power at times. Skarmory is the premier setter, as it can switch into Dragon Dance Gyarados, Dragon Dance Dragonite, and Choice Scarf Flygon and set up Spikes. Roserade is another good choice, as it can switch into Water-types and clears Toxic Spikes, but this pairing struggles to function defensively. Other Spikes attackers, such as offensive Latias, Swampert, mixed Flygon, Gengar, and Choice Scarf Rotom-A, are nice partners too. Choice Specs Latias has good type synergy with Infernape, coming in on Water- and Ground-type attacks and firing off strong attacks, and it can potentially even use Healing Wish to heal Infernape back up. Gengar and Rotom-A can similarly come in immunities and soften up foes for Infernape, as well as blocking Rapid Spin from Starmie. Other more offensive partners such as Dragon Dance Gyarados, Agility Metagross, and offensive Empoleon appreciate Infernape breaking open common defensive cores. Dragon Dance Gyarados especially likes Infernape potentially putting defensive Latias in KO range of +1 Ice Fang. Other Fighting-type partners such as Breloom, Lucario, and Machamp can work with Infernape to break through Fighting-type checks together.
 
Last edited:

Adeleine

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Add/Fix Remove Comment (AC): Add Comma
[SET]
name: Mixed Attacker (fixed slash spacing)
move 1: Fire Blast / Overheat
move 2: Close Combat
move 3: U-turn / Hidden Power Ice / Mach Punch
move 4: U-turn / Slack Off / Grass Knot (current ordering implies u-turn + u-turn nape is standard, so pls reorder one of the slots. also, the ordering of SO/GK should be the same here and in set comments, which is currently not the case.)
item: Expert Belt / Life Orb / Leftovers
ability: Blaze
nature: Naive / Rash
evs: 64 Atk / 252 SpA / 192 Spe

[SET COMMENTS]
Moves
========

Infernape's offensive typing and movepool allow it to be an effective mixed attacker. Fire Blast hits physically bulky Steel-types super effectively, OHKOing Skarmory, Metagross, and bulkless no-bulk-EV (if you can come up with a nicer alternative, be my guest, but 'bulkless' is unclear to many readers) Jirachi. Overheat is another option, especially with a physically offensive oriented physically-oriented set to maintain OHKOs on Metagross and bulkless no-bulk-EV Jirachi without much investment. It also is a good option when using leftovers, Leftovers, as it will guarantee a KO on maximum HP Jirachi after Stealth Rock, unlike Fire Blast. Close Combat lets Infernape hammer more specially defensive Steel-types such as Empoleon and Heatran while OHKOing Clefable and Tyranitar, as well as Blissey after Stealth Rock. It is also a strong, (AC) perfectly accurate attack that hits neutral targets such as Flygon, Swampert, and Suicune effectively if Infernape lacks the correct coverage move.

U-turn lets Infernape pivot effectively, as common checks such as Latias and Starmie are weak to it and it racks up entry hazard damage on targets such as Gyarados, Gengar, and Dragonite, (AC) so their ability to answer Infernape diminishes. Grass Knot covers Water- and Ground-types, (AC) such as for example OHKOing Swampert and Quagsire with a boosting item and 2HKOing Milotic, Hippowdon, Starmie, (AC) and Suicune. Hidden Power Ice OHKOes Flygon outright and OHKOes Dragonite and offensive Gliscor after Stealth Rock, (AC) and it also hits Latias super effectively. Mach Punch gives Infernape priority and helps KO weakened Dragon Dance Tyranitar, Lucario, and Agility Empoleon. Slack Off helps to mitigate mitigates residual damage and takes advantage of the many switches that Infernape forces. Using Slack Off gives up the utility of U-turn or the additional coverage of Grass Knot or Hidden Power Ice, however. (this is pretty intuitive. if you want to somehow specify slack off can be used over hp ice, bc you dont want to display that in the [SET] bc of slashing overload, that's fine to do)

Set Details
========

With a Naive or Hasty Nature, nature, 192 Speed EVs allow Infernape to outrun positive natured positive-nature base 100's, 100s, such as maximum speed Jirachi and Flygon. From there, its Special Attack and Attack EVs can be split up depending on its moveset, its coverage options, and what it needs to deal with. This specific EV spread is for specially-based (added hyphen) Infernape to maximize (add like "its utility from", if appropriate) its coverage moves while still handling Clefable, Tyranitar, Empoleon, and Heatran with Close Combat. Without a boosting item, it should run at least 144 Attack EVs, as it allows Infernape EVs to OHKO Specially Defensive specially defensive Clefable with Close Combat. From there, the remaining EVs can be dumped into Special Attack. Alternatively, if running mostly physical moves, Infernape should use primarily Attack EVs. A good benchmark on the physically based set for physically-based sets is 92 Special Attack EVs, as it this allows Infernape to OHKO bulkless Jirachi lacking bulk EVs with Overheat. A positive Speed Speed-boosting nature is usually the best choice for Infernape, as it outspeeds best to outspeed crucial targets such as offensive Jirachi, mixed Flygon, offensive Zapdos, and Gliscor. However, a positive Attack or Special Attack an Attack- or Special Attack-boosting nature can compensate for its (for its... "imperfect" power? or something else? add some appropriate word / phrase here) power, especially without Expert Belt or Life Orb. Ideally, Infernape's nature will be one that can Infernape's nature should (I assume this works? don't know what exception would prevent it from making sense) lower either of its defenses, but lowering Special Defense is preferred, as it can survive (would eg "take" be better, bc idt body slam ohkoes regardless of nature?) physical attacks such as Jirachi's Body Slam and Choice Scarf Lucario's Close Combat with its Defense in tact. Defense hindering intact. A Defense-hindering nature helps against Life Orb Gengar and Choice Scarf Rotom-A, but surviving physical attacks is more preferred.

For its Infernape's item, Expert Belt offers the best mix between power and survivability. It gives the necessary power boost for targets such as maximum HP Jirachi, Swampert, and Dragonite, (AC) and Gliscor without Stealth Rock, (AC) while not losing costing 10% of its health every turn. However, it does not boost neutral hits, leaving something to be desired against defensive Pokemon such as Rotom-A and Zapdos. Life Orb further boosts its power even if the move is not super effective and makes Infernape quite difficult to switch into. Life Orb only gives it a few turns to make an impact, however. Leftovers also is quite helpful, especially with an Attack- or Special Attack-boosting (added both hyphens) nature. It allows Infernape to mitigate residual damage and stick around to use its coverage moves on more Pokemon. (might be worth mentioning if slack off makes any of these options better or worse, eg if it makes Life Orb recoil less of a problem or makes Leftovers more redundant) (added linebreak under)

Usage Tips
========

Infernape's frailty and susceptibility to residual damage means mean it should avoid switching in directly, and instead it should try to get in on a forced switch, switch or U-turn, or after a teammate is KOed. With U-turn, Infernape is quite effective at wearing down its answers in conjunction with Stealth Rock, so even if it can hit the foe super effectively, using U-turn can be good to (changeable if desired) help wear down the opposing team. Avoid bringing Infernape in too many times early on in a game, as it will wear down fast. get worn down quickly. How Infernape is played depends on its item; with Leftovers, it commonly lures in Dark-weak foes vulnerable to Pursuit trapping such as Gengar, Latias, and Starmie. Take advantage of this to switch in Pursuit Tyranitar to get rid of them. This ("This threat of Pursuit" instead maybe?) can force the opponent to answer Infernape with Pokemon that do not handle it as well, such as Hippowdon or Choice Scarf Tyranitar. With more offensive items, Infernape should aim to hit as hard as possible for as long as possible; do not be afraid to predict switches, as hitting something super effectively with an Expert Belt or Life Orb boost can be devastating.

Team Options
========

This Infernape set fits well on more offensive teams, as its coverage and access to U-turn can help break open defensive cores. One of Infernape's best partners is Tyranitar, as it can Pursuit trap the Dark-weak foes that commonly check Infernape. Alternatively, it can run a Dragon Dance set and set up on these Pursuit-weak Pokemon as they switch in after Infernape lures them in. ("...these Pursuit-weak Pokemon after they try to switch into Infernape." instead maybe?) However, watch out for sand exacerbating Infernape's residual damage. Scizor is another Pursuit trapper that can fit well with Infernape that and does not set up sand, and it appreciates Infernape's coverage moves wearing down bulkier Pokemon such as Water-types. It can also form a U-turn core with Infernape or potentially set up (removed hyphen) with Swords Dance. It also provides a strong check to Dragon Dance Tyranitar, allowing Infernape to potentially drop Mach Punch. (to me this framing sets up mach punch as more important than a third slash option: maybe somethign like"helping Infernape to drop Mach Punch more easily." instead?) Infernape enjoys entry hazards to help wear down bulkier Pokemon and make up for its lack of power at times. Skarmory is the premier choice, setter, as it can switch into Dragon Dance Gyarados, Dragon Dance Dragonite, and Choice Scarf Flygon and set up Spikes. Roserade is another good choice, (AC) as it can switch into Water-types and clears Toxic Spikes, but it struggles to fit all the pieces (maybe "moves" instead? or something else? this felt a bit unclear) needed to function effectively. Other Spikes attackers, such as offensive Latias, Swampert, mixed Flygon, Gengar, and Choice Scarf Rotom-A, (AC) are nice partners alongside entry hazards. (this implies theyre also good alongside nape on teams with SR but no spikes; if this is not what you meant, replace "alongside entry hazards" with "too".) Choice Specs Latias has good type synergy with Infernape, coming in on Water- and Ground-type attacks and firing off strong attacks, (AC) and it can potentially even use Healing Wish to heal Infernape back up. Gengar and Rotom-A can similarly come in immunities and soften up foes for Infernape, (AC) as well as blocking Rapid Spin from Starmie. Other more offensive partners such as Dragon Dance Gyarados, Agility Metagross, and offensive Empoleon appreciate Infernape breaking open common defensive cores. Dragon Dance Gyarados especially likes Infernape potentially putting defensive Latias in KO range of +1 Ice Fang. Other Fighting-type partners such as Breloom, Lucario, and Machamp can help synergistically break work with Infernape to break through Fighting-type checks together.

add me to credits pls
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GP Team done
 

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