GamePress

Flint & Infernape

Submit Feedback or Error

Table of Contents

Strike (Special) Tier 2
Analysis by Svidrigailov

Trainer

Pokemon Info

Type Fire
Weak Vs Water
Role Strike (Special)
Base Potential
Gender Male

Pokemon Description

Its crown of fire is indicative of its fiery nature. It is beaten by none in terms of quickness.

Table of Contents

Stats

4★
5★
HP 62
ATK 15
DEF 5
Sp. ATK 15
Sp. DEF 5
Speed 13
HP 492
ATK 318
DEF 119
Sp. ATK 318
Sp. DEF 119
Speed 241
Bulk 537

Table of Contents

Pokemon Analysis

Overview

For the course of this analysis, Infernape is going to be discussed as a co-op pair only since it is entirely outclassed in single player by other pairs that are just as easily obtained through story progression (e.g Lucario and Raichu). In co-op, while its neutral Damage potential still pales in comparison to 5 star exclusive Strikers like Lycanroc and Treecko, its fairly unique Typing among Strikers and the ease with which it can be obtained make it a solid choice for newer Players who don’t have access to better options or who are in need of a strong Fire Type.

Strengths

Low Maintenance 

Infernape’s high base Power Moves, Offensive Moves, and easy-to-use Boosting Moves allow it to quickly put itself in a position to deal Damage without much assistance from its Teammates. “We’re On Fire!” offers a quick, if not particularly potent, Boost to Damage and if combined with a “Dire Hit All” (either version) wielding Support, Infernape’s own “Dire Hit” can take it to a one hundred percent Critical Hit  Rate. 

Unique Typing

Infernape is currently the only Fire Type Striker in the game. While it may face competition from Sync Pairs like Mega Charizard X in the future, the fact that it can be easily obtained through the main story and is still a solid Striker will likely keep it relevant for a long time to come.

Weaknesses

Relatively Low Damage

While Infernape is capable of dealing serviceable Damage, both by itself and with Support, its comparatively low offensive stats and mediocre Boosting Moves stop it from ever reaching the high levels of damage attainable by Sync Pairs like Lucario and Raichu (both of which are also Story Pairs). 

Poor Accuracy 

Fire Blast’s poor Accuracy in comparison to the three bar Moves of other Strikers makes Infernape slightly less consistent than many of its contemporaries and can lead to some unlucky fumbles in more difficult stages.

Team Synergy

Infernape is definitely best used with Sync Pairs like Meganium and Dusclops who can use their Critical Hit Rate Buffs to supplement Infernape’s “Dire Hit” and quickly bring its Crit Chance to one hundred percent. Past that, any Support who can Boost Infernape’s Special Attack or Accuracy will be greatly appreciated.

Table of Contents

Moves

Type Fire
Category
Power
47 / 56
Accuracy 100
Target An opponent
Cost
Has a very small chance of leaving the target burned.
Unlock Requirements
Unlocked by Default
Category
Power
0 / 0
Accuracy 0
Target Self
Uses 2
Raises the user’s critical-hit rate.
Unlock Requirements
Unlocked by Default
Type Fire
Category
Power
116 / 139
Accuracy 85
Target An opponent
Cost
Has a very small chance of leaving the target burned.
Move Unlock Requirements
Category
Power
0 / 0
Accuracy 0
Target Self
Uses 2
Sharply raises the user’s Attack and Sp. Atk.

Sync Move

Type Fire
Category
Power
250 / 300
Accuracy -
Target An opponent
Effect Tag -

No additional effect.

Sync Grid

Link to Sync Grid Planner Tool
Icon Bonus Sync Orb Cost Energy Cost Req Sync Level Grid Pos (X,Y)
Fire Blast : Accuracy +5 60 5 2 (1,-5)
Fire Blast : Accuracy +5 60 5 1 (3,-1)
Fire Punch : Power +4 24 2 1 (1,5)
Fire Punch : Power +4 24 2 1 (3,5)
Fire Punch : Power +4 36 3 2 (1,7)
Fire Punch : Power +4 48 4 1 (3,7)
Fire Punch : Power +4 48 4 3 (1,9)
Fire Punch : Power +4 60 5 2 (3,9)
Fire Blast : Power +5 84 7 2 (3,-3)
Fire Blast : Power +5 84 7 3 (2,-6)
Fire Blast : Power +5 84 7 3 (3,-5)
Attack +5 5 0 1 (1,-1)
Attack +5 24 2 1 (1,3)
Attack +10 36 3 1 (2,4)
Attack +20 60 5 3 (2,10)
Attack +10 60 5 2 (-1,5)
HP +10 5 0 1 (1,1)
HP +10 24 2 1 (-1,-3)
HP +20 36 3 1 (-1,-5)
HP +20 60 5 2 (-2,-8)
Sp. Atk +5 5 0 1 (-1,-1)
Sp. Atk +10 48 4 3 (-1,-9)
Sp. Atk +10 60 5 2 (-3,-9)
Sp. Atk +10 60 5 2 (-3,3)
Speed +5 5 0 1 (0,2)
Speed +5 24 2 1 (-2,2)
Speed +10 36 3 1 (2,6)
Speed +5 48 4 1 (2,0)
Speed +5 48 4 1 (1,-3)
Speed +20 96 8 2 (-2,4)
Defense +5 5 0 1 (0,-2)
Defense +10 36 3 1 (-3,-5)
Defense +10 60 5 1 (2,-2)
Sp. Def +5 5 0 1 (-1,1)
Sp. Def +10 36 3 1 (-3,1)
Sp. Def +10 36 3 1 (-2,-6)
Burn-It-All Overheat : Power +25 60 5 3 (0,-6)
Burn-It-All Overheat : Power +25 60 5 3 (0,6)
Dire Hit : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 1 (-2,0)
Fire Punch : Move Gauge Refresh 3 - Has a moderately good chance of charging the user’s move gauge by one when a move is successful. 72 6 2 (2,8)
Fire Blast : Move Gauge Refresh 3 - Has a moderately good chance of charging the user’s move gauge by one when a move is successful. 84 7 2 (2,-4)
We’re On Fire! : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful. 84 7 1 (-2,-4)
Endurance - If the Pokémon enters battle with full HP, allows it to endure a single overwhelming attack with 1 HP left. 84 7 1 (-3,-7)
Power Reserves 2 - Powers up moves in a pinch. 84 7 3 (-2,-10)
Critical Strike 1 - Powers up attacks if they become critical hits. 144 12 3 (-2,6)
Agile Entry 2 - Sharply raises the user’s evasiveness when the Pokémon enters a battle. 84 7 2 (-1,-7)
Speedy Entry 2 - Sharply raises the user’s Speed when the Pokémon enters a battle. 60 5 1 (-1,3)
Sharp Entry 1 - Raises the user’s critical-hit rate when the Pokémon enters a battle. 180 15 3 (-3,5)
Starting Node 0 0 1 (0,0)