Physical Sweeper
Infernape (M) @ Focus Sash
Ability : Blaze
EVs : 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Blaze Kick
- Close Combat
- Thunder Punch
Swords Dance is for boosting that already 285 Atk into 570 or more depending on how the opponent reacts. The idea of the set is to Swords Dance until the sash is broken. Infernape is pretty frail, and will more likely drop down to 1 hp. Therefore activating Blaze, boosting Blaze Kick.
Blaze Kick is for STAB, and the highest physical base power fire move next to Flare Blitz that Infernape knows. Boosted further by Blaze after the sash is broken.
Close Combat is also a very powerful STAB. The def drops don't matter all that much as it will most likely K'o everything.
Thunder Punch is for countering water and flying types.
Special Sweeper
Infernape (M) @ Focus Sash
Ability : Blaze
EVs : 4 HP / 252 Spa / 252 Spe
Jolly Nature
- Nasty Plot
- Heat Wave
- Vacuum Wave
- Grass Knot
Nasty Plot is for boosting that already 285 Spa into 570 or more depending on how the opponent reacts. The idea of the set is to Nasty Plot until the sash is broken. Infernape is pretty frail, and will more likely drop down to 1 hp. Therefore activating Blaze, boosting Heat Wave.
Heat Wave is for STAB, and the highest special base power fire move next to Blast Burn and Overheat that Infernape knows.
Vacuum Wave is STAB and priorty.
Grass Knot is for dealing with water and ground types which Infernape is very weak to.
Broken Killer
Infernape (M) @ Yache Berry
Ability : Blaze
EVs : 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Flare Blitz
- Close Combat
- Thunder Punch
Swords Dance is for boosting the already incredible Atk into something broken.
Flare Blitz is for STAB, and also the highest physical base power fire move that Infernape knows. Boosted further by Blaze and the sun (if present). The maximum damage dealt with Flare Blitz is 270 ( 120{damage of Flare Blitz} x 1/50%{STAB} x 1/50%{sun} = 270 )
Close Combat is a very powerful STAB. The def drops don't matter all that much as it will most likely K'o everything.
Thunder Punch is for dealing with water and flying types.
Yache Berry is for dealing with that 4x ground weakness.
252 Atk / 252 Spe are really important EVs as you need to hit hard as well as first.
Adamant Nature provides increases Atk while decreasing Spa which is really good as this set fully utilizes in the physical category.
Brave Lead
Infernape (M) @ Focus Sash
Ability : Blaze
EVs : 4 HP / 252 Def / 252 Spd
Impish Nature
- Fake Out
- Stealth Rock
- Protect
- Endeavor
Fake Out should be used on the first turn as it is priorty and also has a 100% flinch chance and breaks the sash of the opponent (if the item is held).
Stealth Rock is for setting up, so if the opponent has to think twice before switching.
Protect is for stalling and also wasting a turn of the opponent.
Endeveor should be used when the sash is broken so the opponent will also drop down to 1 hp.
DW Ability Sweeper
Infernape (M) @ Life Orb
Ability : Iron Fist
EVs : 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fire Punch
- Mach Punch
- Thunder Punch
- Ice Punch
Fire Punch is a STAB and is further boosted by Iron Fist.
Mach Punch is also STAB and boosted by Iron Fist.
Thunder Punch is for dealing with water and flying types boosted by Iron Fist.
Ice Punch is for dealing with ground and dragon types and is also boosted by Iron Fist.