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6 votes
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If you have a good competitive moveset for Infernape, post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some detail, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Infernape Pokédex and learnset for reference.

Sprite

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36 answers* distorted_palkia
Please don't run mixed sweeper. If you have to, use mach punch, overheat, u-turn, shadow claw/close combat. U turn resets the low SpA, Overheat beacause the Spa drop doesn't hurt much, mach punch for priority, and shadow claw for pesky ghost types.
^ Infernape's Sp. Atk is trash.
@ButterScotchSylveon lol infernapes base sp atk is the same as his atk, in fact a special set for infernape is actuallly good since flamethrower or fire blast, vacuum wave, grass knot, etc. he makes a good mixed sweeper with naive or hasty nature
@Poketopia Okay, I don't know how far my mind was into space when I made that, what I meant is that Infernape has much better moves as a physical set than a special set.

42 Answers

5 votes

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

Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 252 Spd / 4 HP
Nature: Timid

Nasty Plot (I prefer a special Infernape)

Vacuum Wave (Priority)

Flamethrower (STAB)

Grass Knot / Hidden Power [Grass] (HP [Grass] for PO, but in standard, Grass Knot works better, because getting a good HP is hard as crap)

OR

Infernape @ Life Orb
Ability: Blaze
EVs: 252 Atk / 252 Spd / 4 HP
Nature: Jolly

Swords Dance (Physical Route)

Mach Punch (Hits first)

Fire Punch (STAB)

U-Turn (This one takes explaining. It's coverage against 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)

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Or thunderpunch if you breed :D
Thanks J98 I needed this!
Np man, good luck with your infernape
Infernape is an annoying pokemon to make a moveset for, considering its high atk and sp atk, and nasty plot and swords dance
Nothing warms my heart like seeing this reformatted with Infernape's nickname edited out 9 years later.
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.

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You can only use static sprites on these kind of questions.
2 votes

Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 252 Spd / 4HP
Nature: Jolly
- Mach Punch / Close Combat
- Fire Punch
- Thunder Punch
- Shadow Claw

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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.

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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
2 votes

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

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This is exactly the same as my Infernape set!
2 votes

RainApe

RainApe
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!

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<Importable>

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]
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

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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
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I have the same set on mine but with a wide lens and stone edge instead of hidden power.
1 vote

Infernape
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, it 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 note, it's not boosted by 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 better.

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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?
1 vote

Suicide Hazard Setter Lead

Infernape @ Focus Sash
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature

  • Fake Out
  • Taunt
  • Stealth Rock
  • Flare Blitz / Close Combat

Focus Sash ensures that he stays on the field 2 turns if he started first. Fake Out breaks Sash. Taunt prevents setting up and Stealth Rock is hazard. Flare Blitz and Close Combat has awesome power, enough to use and OHKO if you survive.

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1 vote

Infernape @ Leftovers
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature

-Flare Blitz / Fire Punch / Close Combat
-Stone Edge
-Thunder Punch
-Earthquake

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1 vote

Infernape (M) @ Life Orb / Black Belt / Focus Sash
Ability: Iron Fist (Blaze is still ok)
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature (+Spe -SpA)
- Mach Punch (has higher power after boost by Iron Fist, and it can always move first, and is also boosted by Black Belt) / Close Combat
- U-turn (For switching to other Pokemon if opponent is a Water/Ground type )
- Flare Blitz / Blaze Kick / Fire Punch (Three of them are STAB. On case you don’t want to get recoil + Life Orb damage, go with Blaze Kick or Fire Punch. Blaze Kick can also leave the opponent with a burn, Fire Punch is boosted by Iron Fist.)
- Earthquake (Do I need to explain?)

This is the best one I've used in competitive battles, hope this helps!

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1 vote

Infernape @Choice Band
Ability: Blaze
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
-Flare Blitz
-Close Combat
-Earthquake
-U-turn

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1 vote

Gen 7 UU
Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Fire Punch
- Thunder Punch
- Mach Punch
Explanation: Although Close Combat doesn't get an Iron Fist boost, it's still a strong STAB move, and gets a Life Orb boost. Fire Punch is STAB that also gets boosted by Life Orb and Iron Fist, meaning it gets a base power of 176(rounding to the nearest whole number. (75)(1.5)(1.3)(1.2)=175.5) Thunder Punch covers Infernape's water type weakness that gets a Life Orb and Iron Fist boost. Mach Punch is for priority, finishing off weakened opponents, and will have a base power of 94(rounded to the nearest whole number, (40)(1.5)(1.3)(1.2)=93.6) due to the STAB, Life Orb, and Iron Fist Boost. Sorry for the math, but thank you for reading this.

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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 Water types, like Swampert and Milotic, while covering Ground types too. Hidden Power [Water] is more for DW Chandelure than anything, but can also cover Ground types.

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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

Lead

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

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0 votes

Infernape

Pyroozaru


Physical Attacker

Infernape (M) @ Focus Sash
Nature: Jolly (+Speed, -SpAtk)
Ability: Iron Fist
EVs: 252 Atk / 252 Spe / 4 HP

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

Special Attacker

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

EVs: 252 Atk / 252 Spe / 4 HP

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

Mixed Attacker

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

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

\m/o_o\m/

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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 my ultimate Battle Tower team:

Infernape @ Shell Bell
Ability: Blaze
Jolly Nature
EVs: 252 Attack / 252 Speed

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

So this is the lead of 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 strategy: 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 my Gyarados and my Metagross, seeing as Metagross is resistant to Flying and Psychic attacks and Gyarados 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.

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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
Timid
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
Adamant
252 Spd, 252 Atk, 4 HP
Flying Gem (wonder why...lol)

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 @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature (+Atk, -SpAtk)

  • Swords Dance
  • Mach Punch
  • Close Combat
  • Thunder Punch

As every Infernape that is used, it's of course a physical sweeper. (Though there are mixed and special sweepers as well)
Iron Fist boosts priority Mach Punch and coverage Thunder Punch.
A Focus Sash for his low HP and Defense/Special Defense.
Adamant Nature ups Attack and lowers the Special Attack that is useless in this set.
Max Attack EVs and Speed EVs.

Set up a Swords Dance, then sweep faster Pokemon with priority Mach Punch, Water and Flying types with Thunder Punch, and all others with Close Combat.

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0 votes

Infernape (M) @ Life Orb
Trait: Iron Fist
EVs 252 Atk / 252 Spd / 4 Hp
Jolly Nature (+Spd. -SpA)

  • Fire Punch - Stab plus boosted by Iron Fist
  • Thunder Punch - Deals with weakness. Also boosted by Iron Fist
  • Mach Punch - Stab, Priority and again, boosted by Iron Fist
  • Earthquake - Adds coverage and its Earthquake.....it hurts

Total coverage for this set:

  • 0 No Effect
  • 0 Not Very Effective
  • 179 Normal Damage
  • 595 Super Effective
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