So I agree with the first half of your post but the comparison to Greninja is a very flawed one.Its no secret that lots of mons can come in on a particular talonflame variant for free but nearly all of them either dont appreciate a particulat set or are easy to wear down. Talonflames unpredictability is its greatest asset, unlike other "unpredictable" mons, Talonflames various sets have a different host of counters. With mons like Altaria, you can slap a general counter on and still do well if theyre not running the particular set you prepared for. Talonflame is completely different. Out of all the counters mentioned, only Unaware Quagsire and Rotom wash can reliably counter every talonflame set and arent easily worn down, most of them hate wisp (Rhyperior, chomp, ttar, tyrantrum, diancie), many of them might resist a STAB but cannot do anything back/get beaten by another move (Raikou, Zapdos, Heatran). Youre all taking it way too much at face value, Talonflame does well against all playstyles, fills a variety of roles, and is easy to fit on teams. The same argument I hear is "Its so meta defining you have to run a counter or you lose". Greninja was the same, you pack a counter or you lose. In fact, talonflame shares a lot of traits with everyones favourite ninja, particular mons countered particular sets but got beat by a different set, very difficult to revenge, did well against a range of playstyles. The difference? One was undoubtedly S rank and eventually banned while the other resides a rank below while being just as metagame defining. Im by no means saying talon is broken or even close to being worthy of a suspect but the similarities they share are undeniable so why was one bumped to S while the other remains A+ (not that A+ is bad but for something as defining as Talon is almost seems a copout)
The main problem with NP+3 attacks 'nape (if you ignore the burd) was inadvertently highlighted in your post: it uses three rather unreliable attacks to deal its damage. Lets take a look at the moveset you gave us: Fire Blast has 85% accuracy, Focus Miss has 70% accuracy and Grass Knot is reliant on its target's weight. While I understand that Grass Knot's main targets are all rather heavy, it is still a somewhat unreliable, and Infernape has no reliable moves to fall back on. TBH, the way that Infernape functions best is as a lead with SR+Fake Out+Overheat+Close Combat as, tbh, there are better special attackers, and even then Nape isn't very good.i've taken a liking to nasty plot 3 attacks infernape. it has great 3 move coverage between fire blast, focus blast, and grass knot. coupled with nasty plot and life orb, it prospers against common balance and does just as well against full stall. it does struggle against more offensive teams as it's fairly easily revenged by faster shit thanks to its mediocre defences, though. it certainly deserves to rise some by merit of its wallbreaking capabilities as it is a lot better than the stuff it currently sits with. i think it's even better than some of the current B- pokemon, like mega chomp, alomomola and toxicroak.
Is it even fast enough to do this anymore? Despite usable offensive stats and some nice speed (I guess), just way too many very, very common Pokemon just come in on and abuse Infernape: Lati@s to Defog and Altaria to set up to name a few.Yeah I feel like Infernape has untapped potential beyond the lead sets which I don't find to be all that amazing. I mean a LO mixed attacker set could potentially have brutal coverage as Fire Blast / Close Combat in itself is already pretty good and you can add in moves like Thunderpunch, Grass Knot, Gunk Shot, HP [Ice] and Stone Edge. Also has access to U-turn and a nice speed tier and cool options like Will-O-Wisp.
For sure Latis are a problem but like I said Gunk Shot is a nice coverage move that does a ton to even Bulky Altarias. I haven't tried it so I'm just theorizing but I mean there are much slower wallbreakers in the tier and 108 speed is definitely usable. I'm not advocating it as definitely a good wallbreaker or anything but I feel like the lead set being its best just might not be true since it has a pretty diverse movepool and a good typing + speed.Is it even fast enough to do this anymore? Despite usable offensive stats and some nice speed (I guess), just way too many very, very common Pokemon just come in on and abuse Infernape: Lati@s to Defog and Altaria to set up to name a few.
Eh, I'm not sure that 90% accuracy is low enough for Play Rough to be considered "unreliable". It doesn't have perfect accuracy, but I've still only rarely missed with it. Granted, "rarely" is not "never", but honestly, Play Rough is generally fairly reliable. The slightly lower accuracy is just one point that needs to be taken into consideration. And no, the fact that Fire Blast is only 5% less accurate is not a good counterargument. The difference is actually quite noticeable. Run the two on the same team, and you'll see what I'm talking about.play rough is not 100% accurate, and azumarill runs that. regardless, fire blast is the go-to option over flamethrower for most special-attacking fire types, so that kinda falls as a moot point. in fact, whether or not something is reliable as stab move or reliable as coverage doesn't matter in terms of a pokemon functioning properly, ie: focus blast on thundurus-i. as long as it allows a certain pokemon to break other pokemon that would reliably beat it, should it not have said coverage is really all that matters (going back to special thundurus, ferrothorn would wall and beat it if it did not have focus blast as a coverage option). STAB is just a Bonus.
Gallade Lv. ✘ regarding your post: as stated by bludz, there are much slower wallbreakers in the tier, such as kyurem-b. the additional points of speed are just a boon, allowing it to get the jump on a few more threats. going by your logic, both latios and keldeo should move down, as defensive altaria can abuse them after switching in by setting up. everything (nearly) has counters and things that can abuse them, it's part of the game.
honestly, i think the first section of this is a poor and baseless argument. have you actually looked at teams lately and decided whether or not infernape would be effective against them, or are you just pulling that out of thin air? i specifically stated that it should rise because of its performance vs. defensive teams; on which, there are few pokemon that can successfully wall np infernape. as for you disputing my point on stab vs. non stab, look at it with a more open mindset, and you'll see what i mean. the majority of the time, you are using fire blast, and as i stated before, focus blast acts as filler (in the same way as you'd refer to focus blast on thundurus, focus blast on landorus-i, or stone edge on landorus-t as coverage.) for a few specific fire-resists. people are obsessed with stab attacks, and they see them as some sort of huge boon for a pokemon to have, but there's a reason altaria doesn't (usually) run a dragon move, or heatran doesn't always run flash cannon.Darth Darkrai said:In OU, however, most teams are already carrying several of Infernape's counters, which is why he's not heavily used in the first place. Because of that, it's a lot harder to justify running a set that relies on lower accuracy moves for its STAB moves. And that's the other key difference, by the way. Thundurus and some of the others you mentioned rely on those moves for coverage, but their STAB attacks tend to be pretty reliable.
here are the, what you call, "major" problems with this set: 1. focus blast accuracy (not counting fire blast because it is ok when zard does it) 2. it is revenge killed/checked by offence with relative ease. i've addressed people's concerns with focus blast already, but as for it being checked by faster shit, i don't care, and i shouldn't care. i'm using it to break balance and stall, not to crush offence. if i want to beat offence i'll use something like sand rush driller or mega mane. as for mega garchomp, lol, it is something that special little snowflakes use. it's terrible, and i am not wasting sand turns when i can hit almost as hard/harder depending on the mega garchomp spread and break the same stuff (barring like skarmory in the case of driller) using life orb sd driller or sd fire blast life orb regular chomp. if you can find me a recent tour game (or some good ladder games) in which sand+mega garchomp did some serious work that couldn't have been achieved with regular garchomp or sd driller, i'll maybe reconsider my stance on this, but for now i'm gonna retain my belief that mega garchomp is 100% a waste of a mega slot and absolutely terrible.Darth Darkrai said:Honestly, I don't think this "fucking blind monkey" set is bad, but I think it has some major problems that you're trying to downplay a bit, that do hurt its viability by a significant margin. Is it worth a B-? Eh, I'm not sure. Some of the things in B- right now are there because while they are only good on specific teams, they are REALLY good on those teams. Mega Garchomp, as I noted a page or two ago, has no place outside of sand teams, but on sand teams, it is an absolute monster that can demolish balanced and stall teams, and even put a dent in offensive teams if played correctly. Honestly, this set's unreliability does hurt it a bit. It's still an effective Wallbreaker though, and the meta does seem to be heading in a direction where it could be a bit more useful. I don't think I'd support I rise to B-, but I might support a rise to C+.
the logic i gave applied directly to those scenarios. i wasn't questioning their abilities to cripple switchins (but if you want, i can say that i am now choosing to run u-turn mixed infernape to turn into scarftar on latis). i was looking at specific scenarios and giving examples, just as s/he did. i could have chosen a scenario in which celebi was switching into sb cm keldeo, or mega venusaur was switching into av azumarill, or rotom-w was switching into sd talonflame. regarding your statement about latios and keldeo being able to cripple their common switchins more than infernape, are you sure? have you seen infernapes movepool?Darth Darkrai said:Also, there's a very big difference between Latios and Keldeo, and Infernape. The logic you gave in response to the guy you quoted doesn't necessarily apply to them, because while they do have counters, they're much more capable of crippling those counters on the switch-in than things like Infernape are. Keldeo can punish most of its counters with a Scald burn, or at least a noticeable dent in HP as they switch in, while Latios has started carrying Earthquake, since quite a few of its common switch-ins have a weakness to it. Plus, while defensive DD Mega Altaria can take advantage of them, it's also not too hard to take advantage of defensive M-Altaria's necessity to set up in order to have any chance of doing good damage. Hence, why that set is the lowest ranked M-Altaria set over on the OU sets viability thread.
I'm not a great player, but I'm not an ignoramus either. I've been playing lately, so yeah, I know what teams are out there. The thing of it is, Infernape is terrific against pure stall. And there's plenty of those around. However, the vast majority of teams these days are balance teams. And the point of balance teams is, they're not just running defensive pokemon. And, the reason I say Infernape is already well prepared for is because tons of stuff that can kill it easily 1v1 is already common in this meta, even on balanced teams, like the Latis, Talonflame, Keldeo, Lando, Starmie, and plenty more. Now, Infernape can easily take on the defensive Pokemon on those teams, but as you yourself admitted, it'll fall flat against many of these offensive mons those teams will be carrying, unless you are perfect with your predictions. Now, to be fair, that's a characteristic of many wallbreakers. However, there's one key thing about Infernape that needs to be remembered. Base 104 in both attacking stats used to be pretty good, but now it leaves quite a bit to be desired. In order to reliably kill certain mons, it's gonna need to get at least 1 NP up. Now, that's pretty easy on the switch...unless your opponent switches into something that can kill Infernape, that Infernape can't outspeed. Like say, SpD Talonflame, SpD Gliscor, Keldeo, Lando, etc. If one of them comes out, you're forced out, and you lose momentum. So, if one of those is still around, you're forced to attack on the switch with Infernape, and then probably switch out. And unlike almost every other popular wallbreaker right now, Infernape doesn't have as much power to dent them (with the exception of Grass Knot on Keldeo, if you predict it correctly). Again, this is a problem with many wallbreakers, but Infernape seems to have it worse than some others thanks to relying on two lower than average accuracy attacks, and having rather low bulk and some common weaknesses.honestly, i think the first section of this is a poor and baseless argument. have you actually looked at teams lately and decided whether or not infernape would be effective against them, or are you just pulling that out of thin air? i specifically stated that it should rise because of its performance vs. defensive teams; on which, there are few pokemon that can successfully wall np infernape.
Uh, hate to break it to you, but Focus Blast is not simply filler. It's extremely important for taking down Pokemon like Chansey, Heatran, and a few others. And considering that Infernape's role is to be a WALLBREAKER, and those are two Pokemon commonly used as walls that Infernape couldn't do much to otherwise, it can't effectively fulfill its role without having a Fighting attack. Which means having Focus Blast on this set isn't simply for extra coverage, it's an essential move, even if Fire Blast is the one you spam the majority of the time.as for you disputing my point on stab vs. non stab, look at it with a more open mindset, and you'll see what i mean. the majority of the time, you are using fire blast, and as i stated before, focus blast acts as filler (in the same way as you'd refer to focus blast on thundurus, focus blast on landorus-i, or stone edge on landorus-t as coverage.) for a few specific fire-resists. people are obsessed with stab attacks, and they see them as some sort of huge boon for a pokemon to have, but there's a reason altaria doesn't (usually) run a dragon move, or heatran doesn't always run flash cannon.
Yeah, but Zard Y doesn't rely on TWO moves with that low of an accuracy. Plus, the fact that Fire Blast has slightly low accuracy is not an insignificant concern to players using things like Zard Y. It's hardly the greatest concern, true, but I'd reckon that nearly every player who routinely uses Zard Y, or any other Pokemon using a low accuracy move, can relate at least one story about how they lost an important match badly because they missed with that move. If you'd like, I could relate the story about the time that I lost a match with a Mega Aero team I was experimenting with because I missed three consecutive times with Stone Miss (and yes, I realize that it does have 5% less accuracy than Fire Blast, which I already discussed as being significant in my previous post, I'm just using it as one particularly egregious personal example of what I'm talking about).here are the, what you call, "major" problems with this set: 1. focus blast accuracy (not counting fire blast because it is ok when zard does it)
Tell you what, you post a few good high-ladder or tour replays of Infernape working as well against Defensive or Balanced teams as you're describing, and I'll see if I can find some of Mega Garchomp doing as well as I think it could. Sound good?2. it is revenge killed/checked by offence with relative ease. i've addressed people's concerns with focus blast already, but as for it being checked by faster shit, i don't care, and i shouldn't care. i'm using it to break balance and stall, not to crush offence. if i want to beat offence i'll use something like sand rush driller or mega mane. as for mega garchomp, lol, it is something that special little snowflakes use. it's terrible, and i am not wasting sand turns when i can hit almost as hard/harder depending on the mega garchomp spread and break the same stuff (barring like skarmory in the case of driller) using life orb sd driller or sd fire blast life orb regular chomp. if you can find me a recent tour game (or some good ladder games) in which sand+mega garchomp did some serious work that couldn't have been achieved with regular garchomp or sd driller, i'll maybe reconsider my stance on this, but for now i'm gonna retain my belief that mega garchomp is 100% a waste of a mega slot and absolutely terrible.
Well, Infernape's my favorite Gen 4 starter, so yeah, I've seen its movepool. I was just going by the four moves you mentioned in your initial post, and leaving out stuff like Will-O-Wisp or other status moves.the logic i gave applied directly to those scenarios. i wasn't questioning their abilities to cripple switchins (but if you want, i can say that i am now choosing to run u-turn mixed infernape to turn into scarftar on latis). i was looking at specific scenarios and giving examples, just as s/he did. i could have chosen a scenario in which celebi was switching into sb cm keldeo, or mega venusaur was switching into av azumarill, or rotom-w was switching into sd talonflame. regarding your statement about latios and keldeo being able to cripple their common switchins more than infernape, are you sure? have you seen infernapes movepool?
Actually, I was thinking of the Defensive DD set, not the Cotton Guard one. So, yeah, you got me there.we're on the same page about altaria, right? the cotton guard+dd set that prevents almost every reliable revenge killer that can revenge the offensive dd set from actually revenging it, and allows it to set up on pretty much every physical switchin for standard mega altaria? it is far from the worst altaria set, as it actually utilises mega altaria's great bulk and typing. once again, though, that was just an example.
Alright, you've got a point there. While I'm still not completely convinced that it's as good as you say in practice, it certainly does seem to be a fair bit better than most of the stuff currently in C+. So, if there's a larger push for it to go to B-, I'd support it. I just want to make sure that you recognize that Infernape does hav some major flaws that should not be ignored when arguing for it.editing this in here because i just thought of it: i am not asking for it to go to like, a- or anything radical, i just think it deserves a raise to c+, maybe even b-. look at the things it currently resides with (mega camerupt, mega blastoise, p2, goodra, for example). it is better than everything in c-rank, and everything in c+ (barring cobalion and bronzong, both of which also deserve some focus right now). also, i'll have to respond to any posts tomorrow, it's late lol
Yeah, I realize that Close Combat's better. I was using Focus Blast as the example because the OP did.Darth Darkrai Infernape's Close Combat hits Chansey and Heatran much harder that Focus Blast, even with minimal investment. Infernape has enough options to move up, it can run defensive and offensive sets to decent success, and it's big movepool gives it enough options to get past what the team struggles with. I can definitely see it a rank above; it's just better than the things in its current rank.
To be fair, Hippo and aero don't appreciate burns. Natural gift, although a bit gimmicky, can screw bulky waters (especially since most lack reliable recovery), diancie doesn't like steel wing, and Tyranitar can't exactly switch into will-o or U-turn.Balance can easily afford to run general checks to Talonflame on any given team without compromising the entirety of a build, having to use a sure fire way to handle it, or use generally shitty gimmicks. Scarftar, Hippowdon, fat waters, water pivots, M-Aerodactyl, M-Diancie just to name a select handful.
I think you missed a point.. I'm simply disagreeing with a M-Garchomp rise because of it's opportunity cost. Running Sableye doesn't come with an opportunity cost because he supports the entire team.. it's vice versa with megachomp where the entire team supports him, including tyranitar.. when instead you could be running vanilia garchomp with better revenge killing potential and another mega rather than running garchomp as your mega, which you may never even want to use depending on team matchup.I have a number of problems with this argument is that it is indicating that you can compare Garchomp to Mega Garchomp in their roles, and it seems like you have misinterpreted what he said. He said that you can mega evolve it later in the match, and tbh if you are saying that is a wasted mega slot to not mega it is a lot like saying that Mega Sableye is a waste of a moveslot, as it is used in conjunction with base sableye to achieve maximum effect. Garchomp is like this, utilising its base form when it needs to maintain its speed tier and utilising its mega form when it wants to really wallbreak. Additionally, I like using the mega stone to bluff items such as Draco/Earth Plate, and it means that it is very easy to hide the fact that it is mega until it is needed.
Also why are you saying that it cant beat Latios when you shouldn't be using Garchomp to beat Lati@s in the first place? It outpacing non-scarf Latios is not really a good excuse to use (the somewhat mediocre) ScarfChomp in the first place, and beating them is what you have a team for - its why things like Tyranitar exist, so idk why u are suggesting that it is a bad thing that it needs Tyranitar to even touch it once it is on the field.
for those of you who saw my Politoed post before it got deleted, yes i know I'm a bit of a hypocrite when talking about teammates but i was tired when i wrote about Politoed so shush
By no means did I say Keldeo didnt do a lot of things better than nape, thats after all why its in S. Being an offensive check to a lot of common mons is one such reason. What I meant by my post is that while Keldeo can do many things very well, it fails in many sections where infernape shines. Also note I said "The closest thing you can compare Infernape to is Keldeo," not "Keldeo and Infernape are identical."On the surface, the comparison between Keldeo and Infernape is a good one- they're sitting on the same speed, they have similar mixed wallbreaking potential, and deal with a lot of the same counters and checks. On the other hand, this unfairly downplays Keldeo's primary function for many teams- an offensive check to a number of dangerous sweepers and other major metagame threats. Not only can Keldeo's Specs set outspeed and OHKO top tier threats like Landorus, Garchomp, Thundurus, Bisharp, Mega Charizard, Mega Gyarados, Bisharp and others, it also has the bulk to often survive neutral hits in 1v1 situations even when it gets outsped. These situations are where Infernape tends to fail miserably at in comparison:
252 Atk Mega Lopunny High Jump Kick vs. 0 HP / 0 Def Infernape: 291-343 (99.3 - 117%) -- 93.8% chance to OHKO
252 Atk Mega Lopunny High Jump Kick vs. 0 HP / 0 Def Keldeo: 240-283 (74.3 - 87.6%) -- guaranteed 2HKO
252 SpA Life Orb Gengar Sludge Wave vs. 0 HP / 0- SpD Infernape: 298-352 (101.7 - 120.1%) -- guaranteed OHKO
252 SpA Life Orb Gengar Sludge Wave vs. 0 HP / 4 SpD Keldeo: 220-261 (68.1 - 80.8%) -- guaranteed 2HKO
252 Atk Gallade Zen Headbutt vs. 0 HP / 0 Def Infernape: 338-398 (115.3 - 135.8%) -- guaranteed OHKO
252 Atk Gallade Zen Headbutt vs. 0 HP / 0 Def Keldeo: 278-330 (86 - 102.1%) -- 12.5% chance to OHKO
252 Atk Life Orb Terrakion Close Combat vs. 0 HP / 0 Def Infernape: 337-398 (115 - 135.8%) -- guaranteed OHKO
252 Atk Life Orb Terrakion Close Combat vs. 0 HP / 0 Def Keldeo: 277-328 (85.7 - 101.5%) -- 12.5% chance to OHKO
There's a whole lot more examples than this, but those extra base stats pretty much speak for themselves. Even outside of 1v1 situations, just being able to switch into a lot of a common attacks such as Landorus' Earth Power or a random Draco Meteor from just about any Dragon type without immediately getting KOd can help shift momentum and counter threats in ways Infernape can't hope to match. It's arguable whether or not Fire/Fighting or Water/Fighting makes better offensive typing (they both have a number of Pokemon that they each have an easier or harder time with), but I will say that Ground-type moves are so common these days that Infernape is constantly at risk switching into Pokemon like Heatran or Tyranitar that its supposed to checking. Sure, Keldeo gets a Electric and Grass type weakness that Infernape doesn't have to deal with, but those coverage types are so much less common that switching into many bulky attackers is rarely an issue.
I will say that Infernape tends to be just as threatening as Keldeo in a wallbreaking capacity, and Overheat + Close Combat is just as deadly as Secret Sword + Hydro Pump in blasting through the Chansey/Skarm based defensive cores that you mentioned above. If there was no Keldeo I think this capacity alone would warrant putting much higher in the viability rankings, but since it's so overwhelmingly outclassed as an offensive check I don't this is enough to justify raising it's rank.
If you can show me some specific instances where Infernape would be more useful as an offensive check than Keldeo I'd be more inclined to accept your argument.