Gen 4 DPP OU Infernape Choice Band (GP 1/1)

[SET]
name: Choice Band
move 1: Flare Blitz / Blaze Kick
move 2: Close Combat
move 3: U-turn
move 4: Mach Punch / Stone Edge
item: Choice Band
ability: Blaze
nature: Jolly / Adamant
evs: 252 Atk / 4 SpD / 252 Spe

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

With a Choice Band, Infernape's physical attacks no longer have power issues and generally at least 2HKO foes that don't resist them. Flare Blitz is its most powerful Fire-type move, OHKOing even physically defensive Skarmory after Stealth Rock. It also manipulates Infernape into Blaze range earlier, letting it get off an even stronger attack before fainting. It can even potentially 2HKO bulky resistant Pokemon, such as defensive Latias in Blaze range after Stealth Rock. As Infernape faints very quickly with Flare Blitz, Blaze Kick is another option that still hits hard, but beware of its imperfect accuracy. Close Combat hits especially hard with a Choice Band, 2HKOing walls such as specially defensive Hippowdon, Milotic, Suicune after Stealth Rock, and Swampert. U-turn 2HKOes even physically defensive Latias and Starmie, and it can even OHKO offensive versions of the latter after Stealth Rock. The increased damage from U-turn allows Infernape to 2HKO defensive Flying-types such as Gyarados and Zapdos once they come in again through Stealth Rock. Mach Punch OHKOes Dragon Dance Tyranitar after Stealth Rock and deals a lot of damage to Lucario, Agility Empoleon, and Choice Scarf Heatran. Stone Edge is a useful alternative that allows Infernape to hit Dragonite, Gyarados, and Zapdos hard, potentially KOing them with Stealth Rock up.

Set Details
========

Infernape should use 252 Attack EVs and Speed EVs, as it has very little survivability for running defensive EVs. Infernape can use an Adamant nature, as it prominently 2HKOes offensive Gyarados with Close Combat after Intimidate and Stealth Rock, as well as potentially OHKOing offensive Latias after Stealth Rock with U-turn. However, it sorely misses outspeeding Flygon, offensive Jirachi, slower Latias, and Zapdos.

Usage Tips
========

Infernape should generally get in early-game before lots of entry hazards are up and use U-turn on something it forces out, such as Tyranitar, Skarmory, or Clefable. This will generally put most of its checks in 2HKO range of its powerful attacks after Stealth Rock when it comes in again. Infernape often only has a few turns to maximize its impact, so do not be afraid to predict switches or stay in on Pokemon that heavily damage Infernape, as it can generally survive at least one neutral attack at full health. Make sure to manage Infernape's health properly; Blaze-boosted Flare Blitz has immense power and will generally OHKO or come close on anything that doesn't resist it after Stealth Rock, including physically defensive Zapdos, specially defensive Hippowdon, and Gliscor.

Team Options
========

Spikes is a natural fit with Choice Band Infernape, as it helps to wear down potential checks to Infernape, such as Hippowdon, Swampert, and Starmie; Infernape can pivot out with U-turn against these Pokemon before bringing in an answer to them, forcing them back out again. Spikes wearing down the opposing team also makes it easier for Infernape to break through it and pick up KOs. Roserade and Skarmory both are great partners for Infernape in this regard. The former can clear Toxic Spikes and resists Water-type attacks, while the latter can switch in on Ground-type attacks aimed at Infernape, and it can thwart setup sweepers with Counter and Whirlwind. Scizor and Tyranitar also make for great partners to Pursuit trap Dark-weak Pokemon such as Latias, Starmie, and Gengar that threaten Infernape, though be mindful that sand from the latter will leave Infernape worn down more quickly. Infernape having U-turn makes this combination especially effective, as it can lure in these checks before switching out and bringing in its Pursuit-using partner. Scizor additionally can form a U-turn-chaining core with Infernape, with them luring in checks for each other, forcing said checks to take entry hazard damage, and then getting themselves out with U-turn.

Choice Scarf Latias also makes for a great partner to this Infernape set, as it can revenge kill some of Infernape's main checks in Dragonite and Gyarados, though it has to be wary of a boosted Extreme Speed from the former. Infernape can potentially lure in Dragonite and Gyarados and force them to take Stealth Rock damage before pivoting out into Latias, too. It also greatly appreciates Healing Wish support from Latias, as it will get worn down quickly. Alternatively, Choice Scarf Rotom could be used for its immunity to Extreme Speed from Dragonite and ability to KO even Wacan Berry Gyarados with Stealth Rock up, and it additionally can block attempts to spin away hazards. Swampert and Bronzong also pair well with Infernape for setting up Stealth Rock, and they provide additional measures against Dragon Dance Tyranitar so that Infernape isn't over-relied on. The latter also provides a nice Ground immunity and Dragon resistance for it, while the former can pair well with Infernape to break through common defensive cores while offensively taking advantage of Ground-types. Other offensive Water-types that appreciate pairing with Infernape are Empoleon, Calm Mind Suicune, and Dragon Dance Gyarados. Empoleon can set up Stealth Rock and resist Dragon- and Water-type moves for it, and it appreciates Infernape breaking through defensive teams. Suicune and Gyarados similarly appreciate Infernape's wallbreaking capabilities, alongside it potentially putting Latias in KO range of +1 Ice-type moves. They also take great advantage of Ground-type Pokemon that scare Infernape, especially Gyarados thanks to its Ground immunity.
 
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[SET]
name: Choice Band
move 1: Flare Blitz / Blaze Kick
move 2: Close Combat
move 3: U-turn
move 4: Mach Punch / Stone Edge
item: Choice Band
ability: Blaze
nature: Jolly / Adamant
evs: 252 Atk / 4 SpD / 252 Spe
I don't know if having spaces around the "/" is necessary, and I didn't see anything about it in Standards, but I can't recall an analysis that didn't have the spaces, so I added them to be safe.
[SET COMMENTS]
Moves
========

With a Choice Band, Infernape's physical attacks no longer have power issues and generally at least 2HKO foes that don't resist them. Flare Blitz is its most powerful Fire-type move, OHKOing even physically defensive Skarmory after Stealth Rock. It also manipulates it into Blaze range earlier, letting it get off one more strong attack before fainting. It can even potentially 2HKO bulky resists such as defensive Latias in Blaze after Stealth Rock. As it faints very quickly with Flare Blitz, Blaze Kick is another option that still hits hard, but beware of its imperfect accuracy. Close Combat hits especially hard with a Choice Band, 2HKOing walls such as specially defensive Hippowdon, Milotic, Suicune after Stealth Rock, and Swampert. U-turn 2HKOes even physically defensive Latias and Starmie, (AC) and can even OHKO offensive versions of the latter after Stealth Rock. The increased damage allows Infernape to 2HKO defensive Flying-types such as Gyarados and Zapdos once they come in again under Stealth Rock. Is this sentence in further reference to U-turn? I assume so, but I would edit this to be a bit clearer. Mach Punch OHKOes Dragon Dance Tyranitar after Stealth Rock and deals a lot of damage to Lucario, Agility Empoleon, and Choice Scarf Heatran. Stone Edge is a useful alternative that allows Infernape to hit Dragonite, Gyarados, and Zapdos hard, potentially KOing them with Stealth Rock up.

Set Details
========' Is that apostrophe supposed to be there?

Infernape should use 252 Attack EVs and Speed EVs, as it has very little survivability and wants to hit as hard as possible while outspeeding as much as possible. Infernape can use an Adamant nature, as it prominently 2HKOes offensive Gyarados with Close Combat after Intimidate and Stealth Rock, (AC) as well as potentially OHKO offensive Latias after Stealth Rock with U-turn. However, it sorely misses outspeeding Flygon, offensive Jirachi, slower Latias, and Zapdos.

Usage Tips
========

Infernape should generally get in early in the game before lots of entry hazards are up and use U-turn on something it forces out, such as Tyranitar, Skarmory, or Clefable. This will generally put most of its checks in range of its powerful attacks after Stealth Rock when it comes in again. Infernape often only has a few turns to maximize its impact, so do not be afraid to predict switches or stay in on Pokemon that heavily damage Infernape, as it can generally survive at least one neutral attack at full health. Make sure to manage Infernape's health properly; Blaze boosted Flare Blitz has immense power and will generally OHKO or come close on anything that doesn't resist it after Stealth Rock, including physically defensive Zapdos, specially defensive Hippowdon, and Gliscor.

Team Options
========

Spikes is a natural fit with Choice Band Infernape, as they help to wear down potential checks to Infernape, such as Hippowdon, Swampert, and Starmie, which it can U-turn out against before bringing in an answer to these Pokemon, forcing them back out again. Spikes wearing down the opposing team also makes it easier for Infernape to break the opposing team and pick up KOs. Roserade and Skarmory both are great sSpiking partners for Infernape. Not certain on the capitalization change, but "Spiker" is capitalized in Standards, so I think it stands to reason that this would capitalized as well. The former can clear Toxic Spikes and resists Water-type attacks, while the latter can switch in on Ground-type attacks aimed at Infernape and thwart set up sweepers with Counter and Whirlwind respectively. Whirlwind on Skarmory also is useful for forcing out and bringing in Pokemon and chipping them for Infernape. Scizor and Tyranitar also make for great partners to Pursuit Dark-weak targets that threaten Infernape, though be mindful that sand from the latter will cause Infernape to wear down quicker. Might be beneficial to name some of those Dark-weak targets. Infernape having U-turn makes this combination especially effective, as it can lure in said dDark- (AH)weak checks before switching out and bringing in it' (RA)s pPursuit using partner. Scizor additionally can form a U-turn chaining core with Infernape, luring in checks for each other and forcing said checks to take hazard damage before getting themselves out with U-turn.

Choice Scarf Latias also makes for a great partner to this Infernape set, as it can revenge kill some of Infernape's main checks in Dragonite and Gyarados, though it has to be weary of a boosted Extreme Speed from the former. Infernape can potentially lure in Dragonite and Gyarados and force them to take Stealth Rock damage before U-turning out into Latias, too. It also greatly appreciates Healing Wish support from Latias as it will wear down quickly. Alternatively, Choice Scarf Rotom could be used for it' (RA)s immunity to Extreme Speed from Dragonite and ability to KO even Wacan Berry Gyarados with Stealth Rock up, and it additionally can block attempts to spin away hazards. Swampert and Bronzong also pair well with Infernape for setting up Stealth Rock, and providing additional measures against Dragon Dance Tyranitar so that Infernape isn't over relied on. "overrelied" is not a word, so a space was added to separate it into two words. The latter also provides a nice Ground immunity and Dragon Rresist for it, while the former can pair well with Infernape to break common defensive cores while offensively taking advantage of Ground-types. Other Offensive Water types that appreciate being paired with Infernape are Empoleon, Calm Mind Suicune, (AC) and Dragon Dance Gyarados. Empoleon can set up Stealth Rock and resist Dragon-type and Water-type moves for it, and appreciates Infernape breaking defensive teams. Suicune and Gyarados similarly appreciate Infernape's wallbreaking capabilities, and it's ability to potentially put Latias in range of being KOed by +1 Ice-type moves. They also take great advantage of Ground- (AH)type pPokemon that scare Infernape, especially Gyarados to for its gGround immunity.

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[SET]
name: Choice Band (fixed slash spacings)
move 1: Flare Blitz / Blaze Kick
move 2: Close Combat
move 3: U-turn
move 4: Mach Punch / Stone Edge
item: Choice Band
ability: Blaze
nature: Jolly / Adamant
evs: 252 Atk / 4 SpD / 252 Spe

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

With a Choice Band, Infernape's physical attacks no longer have power issues and generally at least 2HKO foes that don't resist them. Flare Blitz is its most powerful Fire-type move, OHKOing even physically defensive Skarmory after Stealth Rock. It also manipulates it Infernape into Blaze range earlier, letting it get off one more strong attack (I imagine "get off an even stronger attack" makes more sense - if i'm wrong, some clarification might help, because i'd be confused at how this enables one more attack) before fainting. It can even potentially 2HKO bulky resists resistant Pokemon, such as defensive Latias in Blaze range after Stealth Rock. As it Infernape faints very quickly with Flare Blitz, Blaze Kick is another option that still hits hard, but beware of its imperfect accuracy. Close Combat hits especially hard with a Choice Band, 2HKOing walls such as specially defensive Hippowdon, Milotic, Suicune after Stealth Rock, and Swampert. U-turn 2HKOes even physically defensive Latias and Starmie, and it can even OHKO offensive versions of the latter after Stealth Rock. The increased damage from U-turn allows Infernape to 2HKO defensive Flying-types such as Gyarados and Zapdos once they come in again under through Stealth Rock. Mach Punch OHKOes Dragon Dance Tyranitar after Stealth Rock and deals a lot of damage to Lucario, Agility Empoleon, and Choice Scarf Heatran. Stone Edge is a useful alternative that allows Infernape to hit Dragonite, Gyarados, and Zapdos hard, potentially KOing them with Stealth Rock up.

Set Details
========

Infernape should use 252 Attack EVs and Speed EVs, as it has very little survivability and wants to hit as hard as possible while outspeeding as much as possible. for running defensive EVs. (I imagine this works?) Infernape can use an Adamant nature, as it prominently 2HKOes offensive Gyarados with Close Combat after Intimidate and Stealth Rock, as well as potentially OHKOing offensive Latias after Stealth Rock with U-turn. However, it sorely misses outspeeding Flygon, offensive Jirachi, slower Latias, and Zapdos.

Usage Tips
========

Infernape should generally get in early in the game early-game before lots of entry hazards are up and use U-turn on something it forces out, such as Tyranitar, Skarmory, or Clefable. This will generally put most of its checks in 2HKO (I imagine this works?) range of its powerful attacks after Stealth Rock when it comes in again. Infernape often only has a few turns to maximize its impact, so do not be afraid to predict switches or stay in on Pokemon that heavily damage Infernape, as it can generally survive at least one neutral attack at full health. Make sure to manage Infernape's health properly; Blaze-boosted (added hyphen) Flare Blitz has immense power and will generally OHKO or come close on anything that doesn't resist it after Stealth Rock, including physically defensive Zapdos, specially defensive Hippowdon, and Gliscor.

Team Options
========

Spikes is a natural fit with Choice Band Infernape, as they help it helps to wear down potential checks to Infernape, such as Hippowdon, Swampert, and Starmie, which it can U-turn out against Starmie; Infernape can pivot out with U-turn against these Pokemon before bringing in an answer to these Pokemon, them, forcing them back out again. Spikes wearing down the opposing team also makes it easier for Infernape to break the opposing team through it and pick up KOs. Roserade and Skarmory both are great partners for Infernape in this regard. The former can clear Toxic Spikes and resists Water-type attacks, while the latter can switch in on Ground-type attacks aimed at Infernape, (AC) and it can thwart set up setup sweepers with Counter and Whirlwind respectively. Whirlwind on Skarmory also is useful for forcing out and bringing in (this seems pretty intuitive; if youd like to keep it in, pls elaborate a bit on what you're thinking) Pokemon and chipping them for Infernape. Scizor and Tyranitar also make for great partners to Pursuit trap Dark-weak Pokemon such as Latias, Starmie, and Gengar that threaten Infernape, though be mindful that sand from the latter will cause Infernape to wear down quicker. leave Infernape worn down more quickly. Infernape having U-turn makes this combination especially effective, as it can lure in these checks before switching out and bringing in its Pursuit-using (added hyphen) partner. Scizor additionally can form a U-turn-chaining (added second hyphen) core with Infernape, with them luring in checks for each other, (AC) and forcing said checks to take entry hazard damage before getting damage, and then getting themselves out with U-turn.

Choice Scarf Latias also makes for a great partner to this Infernape set, as it can revenge kill some of Infernape's main checks in Dragonite and Gyarados, though it has to be weary wary of a boosted Extreme Speed from the former. Infernape can potentially lure in Dragonite and Gyarados and force them to take Stealth Rock damage before U-turning pivoting out into Latias, too. It also greatly appreciates Healing Wish support from Latias, (AC) as it will wear get worn down quickly. Alternatively, Choice Scarf Rotom could be used for its immunity to Extreme Speed from Dragonite and ability to KO even Wacan Berry Gyarados with Stealth Rock up, and it addtionally can block attempts to spin away hazards. Swampert and Bronzong also pair well with Infernape for setting up Stealth Rock, and providing they provide additional measures against Dragon Dance Tyranitar so that Infernape isn't over-relied (added hyphen) on. The latter also provides a nice Ground immunity and Dragon resistance for it, while the former can pair well with Infernape to break through common defensive cores while offensively taking advantage of Ground-types. Other Offensive Water types offensive Water-types that appreciate being paired pairing with Infernape are Empoleon, Calm Mind Suicune, and Dragon Dance Gyarados. Empoleon can set up Stealth Rock and resist Dragon-type and Water-type moves for it, and it appreciates Infernape breaking through defensive teams. Suicune and Gyarados similarly appreciate Infernape's wallbreaking capabilities, and it's ability to potentially put Latias in range of being KOed by alongside it potentially putting Latias in KO range of +1 Ice-type moves. They also take great advantage of Ground-type Pokemon that scare Infernape, especially Gyarados, for Gyarados thanks to its Ground-type immunity.
 
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