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Infernape 4
NM
LP
MP
HP

Viewing offers in Near Mint condition

Rare Holo LV.X · Pokemon - LEVEL-UP - Fire

Infernape 4

Rare Holo LV.X · Pokemon - LEVEL-UP - Fire · Rising Rivals
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Ability Intimidating Roar: Once during your turn (before your attack), you may have your opponent switch his or her Active Pokémon with 1 of his or her Benched Pokémon. This power can't be used if Infernape is affected by a Special Condition.
Attack Fire Spin (100): Discard 2 Energy attached to Infernape .

Card Details

-/-Power / Toughness
-Mana Cost
2Prints

Character Background

Infernape 4 from Rising Rivals is a flexible Fire Basic that rewards an aggressive tempo game plan, especially in decks that want to pressure multiple targets instead of overcommitting to one attacker. Split Bomb is the card’s real identity: 20 damage to two opposing Pokémon can soften up evolving lines, break Focus Sash-style thresholds in spirit, and keep Bench-sitters from hiding safely behind a single Active wall, since Bench damage ignores Weakness and Resistance. High Jump Kick gives it a straightforward 50-damage follow-up, making Infernape a useful early attacker rather than a pure spread specialist. It pairs well with damage counters, gust effects, and any deck that can capitalize on partially weakened Pokémon, such as lists using defensive setup denial or cleanup attackers. Because its spread is modest, the best builds treat it as a tempo piece that creates awkward board states, not a lone finisher.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

Public Decks Using This Card

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Character Background

Infernape 4 from Rising Rivals is a flexible Fire Basic that rewards an aggressive tempo game plan, especially in decks that want to pressure multiple targets instead of overcommitting to one attacker. Split Bomb is the card’s real identity: 20 damage to two opposing Pokémon can soften up evolving lines, break Focus Sash-style thresholds in spirit, and keep Bench-sitters from hiding safely behind a single Active wall, since Bench damage ignores Weakness and Resistance. High Jump Kick gives it a straightforward 50-damage follow-up, making Infernape a useful early attacker rather than a pure spread specialist. It pairs well with damage counters, gust effects, and any deck that can capitalize on partially weakened Pokémon, such as lists using defensive setup denial or cleanup attackers. Because its spread is modest, the best builds treat it as a tempo piece that creates awkward board states, not a lone finisher.

Generated using gpt-5.4-mini · Updated at 2026-08-21 11:20:42 UTC

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