Pokémon TCG: Sword and Shield—Brilliant Stars

Infernape decks question

I've built a similiar deck and have chosen blaze over delcatty due to inconsistent draw. I run macargo smooth over and 1 torkoal that gets any fire pokemon you want. Holon engine with macargo and blaze firestarter is pretty consistent. I don't believe you need strength charms since you can firestream with blaze for the extra 10 damage if they retreat to the bench with 90 damage. Speed stadium is good in case you don't have a holon adventurer/trans in hand. I run 1 energy charge for the possiblity of getting 2 dre's back in your deck. Smooth over for all of your DRE's is awesome instead of crossing your fingers and hoping you draw it with delcatty.
Strength Charm is on here because of DRE!!!!
 
This is how I do 140/150 a turn. I have nothing in my deck but Energies, i use Burning Head, Discard 2 Fire, Energy Draw, Discard 1 Fire, I also have xX Holon Lass to get the rest of my deck, Constrain to Disscard all the rest Fires. Flare Up!!! (By the time I run out of Lass I have another Delcatty up and running.)
 
This is how I do 140/150 a turn. I have nothing in my deck but Energies, i use Burning Head, Discard 2 Fire, Energy Draw, Discard 1 Fire, I also have xX Holon Lass to get the rest of my deck, Constrain to Disscard all the rest Fires. Flare Up!!! (By the time I run out of Lass I have another Delcatty up and running.)
thats cool, but what about next format??? You will not be able to do that 150 a turn at all, Impossible.
 
I'm lost to how the deck does a continuous 90 damage. You attach 2 fire (or a DRE) and discard it to do 90. Next turn, Infernape has no energy on it. The best you can do is DRE to do 80. Your going to run out of DRE's or not be able to get them sooner than later, and then what do you do? Waste an attack to shuffle them back in with Delcatty's attack? If you don't, your only now doing 90 every other turn.

What exactly goes down in that situation?
 
Infernape is overrated. 80 damge a turn, is average, and you have to discard your energies. The only good thing is Ape Lv. X..
Heck, Noctowl can do as much damage, but can keep it consistant.
 
Infernape is overrated. 80 damge a turn, is average, and you have to discard your energies. The only good thing is Ape Lv. X..
Heck, Noctowl can do as much damage, but can keep it consistant.

I agree that 80 damage a turn isn't much if you let your opponent set up, but Infernape decks can typically deal out a lot of damage in the crucial first turns of the game before using Lv. X to deal with larger threats.
 
Infernape can't be overrated until it sees actual play. I think EU guys have to wait first for DP to be released in Europe before judging from the cover. And by this time many things will change...

And don't worry about the 80 damage thing. I playtested a lot and it's quite impossible for you not to have DREs in hand with so much drawing. And even if this occurs after a couple of Flare Blitz your opponent's side will already be an inferno, so waiting a turn is not the end of the world.


...And you don't "waste" an attack with Delcatty ex. 2 DREs and 3-4 Fire Energies in the discard pile (which is the poorest average) are still 60-70 damage with one Energy.
 
u can really blast out 140/150 everyturn if u get lv X, 2 catties, 1 catty ex in play. While with blaze, 90 is the most u can do, and 150 everyturn is impossible...

You can blast 200 each turn if you get 2 Dragonite d and and Amphy UF in play. Why don't we do that then?

Seriously, you people are all too obsesed with the 1 single copy of that shiney new level X card. 4 Infernape proper = real consistancy. 4-2-4 is the best play.
 
I've built a similiar deck and have chosen blaze over delcatty due to inconsistent draw. I run macargo smooth over and 1 torkoal that gets any fire pokemon you want. Holon engine with macargo and blaze firestarter is pretty consistent. I don't believe you need strength charms since you can firestream with blaze for the extra 10 damage if they retreat to the bench with 90 damage. Speed stadium is good in case you don't have a holon adventurer/trans in hand. I run 1 energy charge for the possiblity of getting 2 dre's back in your deck. Smooth over for all of your DRE's is awesome instead of crossing your fingers and hoping you draw it with delcatty.

urs is even more unconsistence...

u have torkoal, magcargo, and blaze, what do u think ur chances of getting chimchar start?

90 isnt enough dude, most DP stage 2 have 130 HP. If u are aiming for 2HKO, a lot more pokemons can be chosen instead of infernape.

BTW, chimchar start is so good. VS a casty i can prob 2HKO/OHKO it.

method 1 :

attach, chimchar atk 10. next turn attach another energy + pluspower = 40 ember

method 2 :

attach, chimchar atk 10, next turn evolve into moferno, attach energy and plus power for 40

methos 3 :

T1, u go second, candy nape, DRE FTW
 
Would a surefire way to beat Infernape be Latios d ex? One Hit KOs Infernape and can't be OHKOed back (other than Infernape LV. X of course)?
 
Infernape Lv.X is a must. You don't want Mew ex/Mew d/Mew* d owning your apes just for 1 castform.
NO IT ISNT, as I have said before and Kempley has said, 4-2-4 is the way to go, now if u r running Delcatty EX and PK then yeah I would say run 1, but if u run Blaze then no X!!!
 
How could you possibly not play the Level X...every once in a while (read: less than once in 20 games) you'll be mad you have a level X "instead" of a regular Infernape, but that's more than made up by the fact that Level X is just plain sick. Without Level X, you can and will lose many games.
 
Ok, this is gonna be kinda jumbled, but there's a LOT to reply to, and I have not much time to reply in.

NO IT ISNT, as I have said before and Kempley has said, 4-2-4 is the way to go, now if u r running Delcatty EX and PK then yeah I would say run 1, but if u run Blaze then no X!!!

Concurred with on that specific note.

Regardless of what Ape deck you're building, no more than one X.

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Also, if Mew really wants to lose a Castform to OHKO my Ape, then I'll allow it, as I can OHKO that same Mew next turn.

On another note, Latios ex d does not OHKO Ape. Ape only has a +30 weakness, so Latios would need a Charm or Pluspower to kill it. Lake Barrier from DP2 can change that, though.

Prime said:
I'm lost to how the deck does a continuous 90 damage. You attach 2 fire (or a DRE) and discard it to do 90. Next turn, Infernape has no energy on it. The best you can do is DRE to do 80. Your going to run out of DRE's or not be able to get them sooner than later, and then what do you do? Waste an attack to shuffle them back in with Delcatty's attack? If you don't, your only now doing 90 every other turn.

What exactly goes down in that situation?

The deck does a consistent 80+ by alternating between Ape and Catty ex as attackers.

Alternatively, if you're steamrolling with a constant 80 a turn for a few turns, you can generally afford one turn of inactivity (or a lucky Meteor Punch).
 
i cn see blaze being quite good with catty and ape, ape discards 2 fire, catty discards 1-2 energy, max of 8 turns til x 150's, but that would be on a bad day
 
Ok, now that we've discussed the Pro's and Con's of the many
different builds of Infernape, which decks actually beat Infernape?

I know Bandoom loses to it but what other lose to it?
 
I would say Flu is considered to be a deck that beats it, Flaridos is because I beat it 6 times out of 6, Ummm I have seen eggs play it and it seemed 50-50, other than that IDK what beats it, I know Metanite is one of the hardest matchups ever against Infernape!!!!
Pretty Much Impossible......
 
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