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What is a good moveset for Infernape?

5 votes

Weird? I haven't found this yet?

Mach Punch / Vacuum Wave
Shadow Claw

Infernape learnset

asked Mar 31, 2011 by DarthDestiny
edited Apr 5, 2012 by Sam Sam Sam Sam
Yea that's really good . I guessed mach punch would come in handy to knock out that annoying little hp left before the opponent attacks .
my infernape knows shadow claw and it's really useful
your set is good already but maybe swords dance or a move like that would do alot more damage btw ftw INFERNAPE FOR THE WIN cause its my fav pokemon
to bad infernape can't learn drain punch,that would go great with flair blitz
I would suggest Mach punch instead of Vacuum wave or maybe you could do something like calm mind.
Has anyone realized Infernape has a tail but it is considered an ape? I thought monkeys have tails and not apes.

34 Answers

13 votes

Here is a set for Dream World Infernape:

Mach Punch-STAB and when paired with Iron Fist, it can cause some massive damage

Fire Punch-STAB and same with Mach Punch

Thunder Punch-When paired with Iron Fist and with 2X Water type damage, awesome damage

Swords Dance-Double that massive damage for Inferno Damage!

Item-Life Orb

P.S. your set is good as always DD

answered Apr 5, 2011 by Psychic x
edited Apr 6, 2011 by trachy
then maybe a sash instead of orb
Infernape (F) @Life Orb
Nickname: Lorde
Ability: Iron Fist
Mach Punch
Fire Punch
Thunder Punch
Instead of going for a Swords Dance, why not Power Up Punch? Raises attack AND deals damage.
actual mach punch with iron fist doesnt do that much more damage. It only goes up from 40 to 48!!!
I use this exact set except with a focus sash and jolly nature
5 votes

Well, Pb gave a DW set, so this is what I use without his DW ability.

Infernape:@Life Orb
Ev's 252 Sp Atk 252 Spd 4 Hp
Nature: Timid
Nickname: Wifebeater


Nasty Plot ( I prefer a special infernape )

Vacuum Wave ( Priority )

Flamethrower ( STAB )

Grass Knot / HP Grass ( Hp Grass for PO, but in standard, Grass knot works better, because getting a good HP is hard as crap )


Infernape:@ Life Orb
Ev's 252 Atk 252 Spd 4 Hp
Nature: Jolly
Nickname: WifeBeater


Swords Dance ( Physical Route )

Mach Punch ( Hits first )

Fire Punch ( STAB )

U-Turn ( This one takes explaining, Its coverage agaisn't psychic, but also, if Your life orb is about to finish you off, its good to use this to deal more damage, switch, and then have 1 turn of use in the future )

answered Jun 10, 2011 by Josh
Or thunderpunch if you breed :D
Thanks J98 I needed this!
Np man, good luck with your infernape
Wifebeater? :D
awesome because wifebeater
Infernape is an annoying pokemon to make a moveset for, considering its high atk and sp atk, and nasty plot and swords dance
3 votes

Infernape (M) @ Focus Sash

Trait: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)

  • Swords Dance
  • Mach Punch / Close Combat
  • Blaze Kick
  • Acrobatics

A different Infernape set. The idea of the set it to Swords Dance until your Sash is gone. Infernape is frail, and will most likely go down to 1 HP. Therefore activating Blaze and the power boost for Acrobatics.
Swords Dance is to boost that already decent attack to amazing levels.
Mach Punch is for Priority, and Close Combat has dat POWA.
Blaze Kick is STAB, and the highest Physical base power Fire move next to Flare Blitz that Infernape knows. Boosted by Blaze when Sash is broken.
Acrobatics gains massive power when the Focus Sash is gone.

answered Jun 5, 2012 by Mewderator
2 votes

Infernape@Choice band

Trait:Iron Fist

EVs: 252Atk, 252Spd,4HP

Nature: Jolly

  • Mach punch/Close combat
  • Fire punch
  • Thunderpunch
  • Shadow claw
answered Jun 25, 2011 by GAMEBEATER
2 votes

Infernape (F) @ Life Orb

Trait: Blaze

EVs: 4 HP / 252 Atk / 252 Spe

Jolly Nature (+Spe, -SAtk)

  • Flare Blitz/Fire Punch
  • Close Combat
  • Earthquake/ThunderPunch/Stone Edge
  • U-turn

Flare Blitz is for a powerful stab
and If you dont want recoil take Fire Punch.
Close Combat is a very powerful stab.
Earthquake is just a good move.
ThunderPunch for Water types and Flying types.
Stone Edge is more powerful against Flying types than ThunderPunch.
U-turn is nice for scouting and some coverage.

answered Feb 14, 2012 by Mystic Flygon
That's off smogon just with thunder punch
I have had this set for a long time on Pokemon online when i didn't even know about smogon
and btw smogon's set is choise band mine is life orb.
That's the only change but still it's a good set :D
1 vote

Infernape (M) @ Focus Sash
Trait: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Mach Punch
- Fire Punch
- ThunderPunch

answered Feb 17, 2012 by Mewderator
This is exactly the same as my Infernape set!
1 vote

1 HP Sweeper

Infernape (M) @ Focus Sash
Trait: Blaze
EVs: 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Mach Punch
- Acrobatics
- Fire Punch

0 HP/Def/SDef IVs

answered Feb 29, 2012 by Pwnyta
edited Feb 29, 2012 by Pwnyta
1 vote

Infernape (M) @ Choice Scarf

Trait: Blaze
EVs: 208 Atk / 208 SAtk / 92 Spd
Hasty Nature (+Spd, -Def)

  • U-turn
  • Fire Blast
  • Hidden Power [Ice]
  • Close Combat
answered Apr 24, 2012 by Mewderator
I have the same set on mine but with a wide lens and stone edge instead of hidden power.
0 votes


This is a pretty popular moveset I see.

U-turn-Allows you to switch out; also covers psychic weakness.
Overheat-Should you come across a physically strong pokemon or a ghost.
Close Combat-STAB. More powerful than Mach punch.
Mach Punch-STAB, but more importantly, priority.

answered Jul 16, 2011 by DarkTyphlosion
0 votes

This is my Mixed Sweeper Set I use for my ATFP (All Time Favorite Pokemon):

Infernape (M) @ Life Orb
Trait: Blaze
EVs: 128 Atk / 128 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Mach Punch
- Flare Blitz
- Grass Knot
- Hidden Power [Water]

Evs make each Attack 276, which is pretty good if I do say so myself. Nature to keep the Stats equal. Mach Punch for STAB and priority. Flare Blitz is good when Blaze activates, and even helps you get there faster. Grass Knot covers Bulky Waters, like Swampert and Milotic, while covering Ground types too. HP Water is more for DW Chandelure than anything, but can also cover Ground types.

answered Sep 10, 2011 by Fate Itself
I believe the Hidden Power is actually Ice type; however it would be equally useful against Ground types, such as Garchomp (with 4x power!) and against flying types to protect yourself from them getting in super effective attacks.
0 votes

A very good moveset would be-
SolarBeam-A fairly powerful attack that could take out water and ground.
Sunny day-Using it at start could power up fire type moves while allowing solarbeam to be used in a single turn.
Flamethrower/Overheat-Powered up by sunny day it is very powerful
Close Combat-A good STAB attack.

answered Jan 21, 2012 by shashu2506
Do you even pay attention to EVs, or the fact that some moves are special and some physical....
0 votes


Infernape (M) @ Life Orb
Trait: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stealth Rock
- Flare Blitz
- Close Combat
- U-Turn/Stone Edge/Fake Out

answered Feb 14, 2012 by trachy
edited Apr 13, 2012 by trachy
0 votes

From the " What's a good moveset for DW infernape? " question.

Because of Iron Fist, you should definetily go with Mach Punch, and shadow claw is good, but you could use U-Turn as well, to not only possibly one hit KO your opponent, but if ou didn't knock them out with on hit, infernape wouldn't still be in there.
Nature and EV's are alo great, good job.

Apparently da master is gettin' ready to hide it.

answered Feb 15, 2012 by Josh
0 votes



Physical Attacker

Infernape (M) @ Focus Sash
Nature: Jolly (+Speed, -SpAtk)
Trait: Iron Fist

EV Spread:
252 Atk
252 Speed
4 HP

  • Swords Dance
  • Mach Punch
  • Fire Punch
  • Thunder Punch

Special Attacker

Infernape (M) @ Focus Sash
Nature: Timid (+Speed, -Atk)
Trait: Blaze

EV Spread:
252 Atk
252 Speed
4 HP

  • Nasty Plot
  • Vacuum Wave/ Focus Blast
  • Flamethrower/ Heat Wave
  • Grass Knot/ Hidden Power [Ice/Dark]

Mixed Attacker

Infernape (M) @ Focus Sash
Trait: Blaze
EVs: 128 Atk / 128 SpAtk/ 252 Spd
Hasty Nature (+Spd, -Def)

  • Work Up/ HP [Grass]
  • Close Combat/ Mach Punch
  • Thunder Punch/ Stone Edge
  • Flamethrower/ Overheat


answered Apr 24, 2012 by 5th of November
edited May 10, 2012 by 5th of November
Why have Overheat and Work up?
It's also for boosting his physical moves. Overheat is just an option.
0 votes

This Infernape is the lead of mi ultimate Battle Tower team:

Jolly Nature
EV trained in Attack and Speed
Blaze Ability
Shell Bell Held Item

Fake Out: Cheap damage...that is all.
U-Turn: See discription below.
Flare Blitz/Fire Punch: STAB, good accuracy, only differance is power and recoil damage.
Close Combat: STAB, awesome power and type coverage.

So this is the lead if a 3 man team I made mainly because he's fast, powerful and somewhat annoying. Ok, so start off with Fake Out first, unless of course the foe is a Ghost type, to get rid of the effects of Sturdy or Focus Sash, then if you think your can KO the foe hit 'em hard with a STAB move if not, here comes the stratagy, use U-Turn if you think the foe will use a super-effective move. Switch to a Dark type if you think it'll use a Psychic type move or to a Flying type in case of Ground types. I teamed this guy up with mi Gyrados and mi Metagross, seeing that Metagross is resistant to Flying and Psychic attacks and Gyrados is resistant to Water and Ground. Look up the movesets for the other members of this team.

Find a flaw in this team if you can...not to be cocky if not to see if it can improved.

answered Apr 29, 2012 by metagurosu
My Alakazam or Crobat  w/ Inner Focus. No flinch for you. With 252 Spd Evs on both and speedy natures, you'll be eating a stab psychic or flying type attack. Flaw found. If U-Turn was priority, it'd be a sick setup. It's still good, nonetheless. I honestly wouldnt change it, because most of the metagame wont see it coming.

Alakazam / Inner Focus
252 Spd. EVs, 252 HP for a little "bulk", 4 Sp. Atk.
Choice Scarf

Trick (here, you can have this)
Substitute (120 base speed, speedy nature, and jacked Spd. EVs so this easy to throw out)
Calm Mind (Most opponents will switch once they get unwillingly scarfed and it boosts that regular `ol Sp. Atk for...)
Psychic (STAB...Duh...)

Steel and Dark leads and other Pokes that are holding Choice Scarfs screw this set, but not many guys I've battled lead with Scarfed Pokes)

Crobat w/ Inner Focus
252 Spd, 252 Atk, 4 HP
Flying Gem (wonder

Cross Poison (STAB, chance to poison, possible crit)
Acrobatics (Activates Flying Gem, for a super boosted 247.5 dmg STAB attack. Anything that doesnt resist or have massive bulk is pretty much toast)
Confuse Ray (doesnt miss and has a chance to work in conjunction with...)
Toxic (Why not?)

I NEVER have and never will use both of these Pokes on the same team, but they're good for countering guys that like to lead with fake-out.)
Sorry. Got carried away when I was typing my rebuttal to his "find a flaw" clause.
A flaw was found so my Infernape had improve, here goes.
Adamant/Jolly Nature
Attack and Speed EVs to the max.
Iron Fist Ability
Focus Sash held item

Fake Out: Cheap damage to get rid of the foe's Focus Sash and Sturdy ability.
U-Turn: Get the hell outta there if you can't 1hko the foe,second chance for a Fake Out.
Close Combat: STAB, sick power, great accuracy and its side effect won't matter 'cause of Focus Sash, seeing that its defences arent so good.
Fire Punch: STAB, great accuracy, chance to burn, Iron Fist power up, no recoil damage to mess with Focus Sash.

Well the strategy works the same just fixing the flaw that was found, though it's still not perfect.
0 votes

Infernape: Life orb


Blaze or Iron fist would work

Flare blitz/Flamethrower/Fire punch
Mach punch
Slack off/Close combat

answered May 22, 2012 by Nascarfan73
0 votes

Infernape @ Life Orb
Ability: Iron Fist/Blaze
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spe

  • Swords Dance
  • Mach Punch
  • Close Combat
  • Flare Blitz

Offensive Swords Dance.
Swords Dance powers Infernape up, and with STAB+Iron Fist boosted Mach Punch, becomes pretty dangerous.
Mach Punch is again STAB, and nice priority as well.
Close Combat is a more powerful alternative, and is STAB as well. Just as a side not, it's not boosted my Iron Fist.
Flare Blitz is also STAB, and rounds out the coverage nicely.
Blaze is if you want to make Flare Blitz very powerful as a last hit, but Iron Fist most likely works best.

answered May 28, 2012 by Hex
Offensive Swords Dance as opposed to Defensive Swords Dance? :P
Good set, but beware of things like Jellicent, Starmie, Slowbro, and Tenecruel who resist you.
Those Pokemon wouldn't beat ape anyway?
trachy you're not serious I assume with the defensive SD?
0 votes

Item: Life Orb
Nature: Naive(+Speed, -Sp. Defense)
Effort Values: 180 Speed, 175 Attack, 175 Sp. Attack
Overheat/Fire Blast
Close Combat
Thunder Punch/Hidden Power(Ice)
Grass Knot

answered Jul 23, 2012 by SuperLefta
edited Aug 2, 2012 by SuperLefta
0 votes


Kicking Ass in and out of the Rain

RainApe (Infernape) (M) @ Choice Band / Life Orb
Trait: Iron Fist
EVs: 252 Atk / 4 SAtk / 252 Spd | 228 Atk / 28 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn / Swords Dance
- Mach Punch
- Flare Blitz
- Hidden Power [Water]

An Infernape Set designed to "Kick Ass in and out of Rain", despite it's Fire Typing. RainApe should be played by Intermediate Competitive Players with a Hit-and-Run playstyle, possible through Pivoting with a powerful, Choice Band boosted U-turn. The objective of this set is to provide Rain Teams with a Pokemon that remedy it's Sun weaknesses, while also checking many Offensive Threats in the Sand (Terrakion). The Choice Band is what makes this set viable, as it is capable of firing off decently powerful Flare Blitz against Fire weak Pokemon even if the Rain is pouring, while using Infernape's Dream World Ability in Iron Fist to it's fullest with Mach Punch. Hidden Power [Water] makes use of Infernape's respectable Special Attack by receiving a boost from the Rain, and is also used for coverage.

Alternate Set: SD RainApe

A very dangerous alternate set once given the opportunity to Set Up Swords Dance, allowing it to reach or soar beyond the Offensive prowess of the Choice Band set. This set can be played by patient Players who know who, what, and when to begin Setting Up, and should be played Offensively as a Late Game Sweeper. In this version of RainApe, swap the Choice Band for the Life Orb for decent damage without Setting Up Swords Dance. Mach Punch is RainApe's STAB+Iron Fist+LO+SD Priority utility, KOing speedy threats (considering prior damage) before they have the chance to defeating him themselves. Flare Blitz is a decently powerful STAB that becomes acceptable after a SD Boost, while Hidden Power [Water] is a coverage move that is boosted under the Rain and from the Life Orb.

So give this unique set a spin, it will not fail to disappoint!

answered Apr 25, 2013 by Enoch.EXE

RainApe (Infernape) (M) @ Choice Band
Trait: Iron Fist
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Mach Punch
- Flare Blitz
- Hidden Power [Water]

RainApe (Infernape) (M) @ Life Orb
Trait: Iron Fist
EVs: 228 Atk / 28 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Mach Punch
- Flare Blitz
- Hidden Power [Water]
0 votes

This is a good moveset that mine has.
Ability: Blaze
Item: Leftovers
Moves: Flare Blitz; It has awesome power and, to deal with the recoil, have it hold leftovers.
Close Combat; Strongest fighting type move it knows.
Swords Dance; To give its moves some extra power.
Thunder Punch; To take care of those pesky flying and water types.

answered Jul 30, 2013 by dragoknight127
will this moves work for infernape
mach punch /close combat
flare bitz

please give me you opinion

Are this moves OK
Replace Dig with Earthquake, otherwise your opponent will switch to a flying type. EQ's more powerful anyway. Close Combat>Mach Punch unless your Infernape is Iron Fist.