XpokeX
I'm a ninja and im..... gone
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Let us elaborate Infornape for you.
Infernape is commonly used as a fast mixed attacker, mostly because it has tough competition outside of his niche. Therefore, we really recommend you to breed a straight flawless one. The preferred nature is Naive, not Hasty; Infernape really has to stress the 'fast' is fast mixed attacker, which means that it will be hit by priority moves most of the times which are mostly physical aligned. In Singles, you also can try out setup sweeping.
As for egg moves: If you plan to use it in Doubles, make sure that Fake Out and Heat Wave is in your movepool. In the last two slots you can take Encore, Helping Hand or Quick Guard, depending on your preferences. A Singles Infernape only needs Encore and Thunder Punch as egg moves but should also try to force Nasty Plot onto its initial movepool (by having both mother and father know it) in order to forget and remember it later at a whim.
Now you have to decide on LV 50 or LV100. Pokemon Showdown use LV 100 mons, but because you want to breed it, we will give you LV 50 sets.
Mixed SD Nape
Infernape @ Life Orb
Ability: Blaze
Level: 50
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Swords Dance
- Close Combat
- Flare Blitz
- Grass Knot
Remember this one being outclassed by Terrakion? This is no longer the case because Infernape can nuke itself past Aegislash, something Terrakion struggles with. Grass Knot provides you a crucial advangage over one of SD-Terrakion's nemesis from the last gen.
0- SpA Life Orb Infernape Grass Knot (80 BP) vs. 252 HP / 0 SpD Quagsire: 203-244 (100.4 - 120.7%) -- guaranteed OHKO
Remember to breed for perfect IVs.
Mixed Doubles Nape
Infernape @ Focus Sash / Life Orb
Ability: Blaze
Level: 50
EVs: 252 Spd / 116 Atk / 140 SAtk
Naive Nature
- Close Combat
- Heat Wave
- Fake Out
- Protect / Rock Slide
We think this is a fair spread. Infernape can provide valuable Fake Out support and has enough power to OHKO Chople-Tyranitar 40% of the times. Heat Wave is a medium powerful spread move that should be utilized alongside with Drought from Charizard Y for great effect (no matter if it is yours or not).
The last move depends on your preference. Protect is a staple filler in Doubles. Should you choose to run Rock Slide for opposing Charizards it is strongly recommended to use Rock Slide for a straight OHKO.
I might try those but what about an iron fist infernape?
I was thinking naive nature with
-Mach punch(STAB,iron fist)
-thunder punch(coverage,iron fist)
-flare blitz(power)/fire punch(stab,iron fists)
-fire blast/heatwave(for sp.def walls)/close combat(power and stab)