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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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37 Answers

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Infernape
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thunder Punch
- Mach Punch
- Fire Punch
- Earthquake

Thunder Punch is for flying and water types just in case they have some. Mach Punch is priority move and Wynaut? (Pokemon joke LOL!!). Fire Punch is STAB. Earthquake is for Rock-types that people bring.

Please comment back to me for anything I should replace.

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Swept with this thing in UU.
Mixed Attacker

Infernape @ Life Orb
EVs: 168 Atk / 88 SpA / 252 Spe
Ability: Iron Fist
Naive Nature
- Flamethrower
- Close Combat
- Gunk Shot
- Hidden Power [Electric] / Thunder Punch

Flamethrower and Close Combat are STABs. Gunk Shot and HP [Electric]/Thunder Punch are coverage options.

Infernape's Smogon Analysis helped me out with this!

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Infernape @ Leftovers / Choice Band
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz / Blaze Kick
- Earthquake
- Shadow Claw / Swords Dance

Personally I run mine with Leftovers and Flare Blitz + Shadow Claw. Close Combat is amazing, as Infernape has such poor defenses that it is pointless to put any EVs into increasing them. Flare Blitz you can heal off the damage with Leftovers, whereas Blaze Kick would be used if you were Choice Banded, as Flare Blitz would kill you due to recoil.

Either Choice Band or Choice Scarf could be used to boost either Attack or Speed. I chose Shadow Claw as this set gets fairly walled by Drifblim, but Swords Dance could be used in conjunction with Leftovers to boost his already decent Attack to insane levels. Also, nicknames are everything - called mine Rafiki from the Lion King and my friend laughed so hard he accidentally clicked Self-Destruct on his Voltorb XD

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Infernape @ Life Orb
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thunder Punch
- Fire Punch
- Close Combat
- Mach Punch / Shadow Claw

Thunder Punch is Flying / Water type coverage & is boosted by Iron Fist. Fire Punch is STAB and is boosted by Iron Fist. Close Combat is a high-power STAB move. Mach Punch is priority, is boosted by Iron Fist and is STAB. Shadow Claw has a high critical hit ratio and covers Psychic-types.

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Here’s a set for a quick physical sweeper:

Infernape @ Focus Sash
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Close Combat
- U-turn
- Thunder Punch

Flare Blitz and Close Combat are high power moves + STAB options. U-turn is to deal with Psychic-types and to escape Ground-types. Thunder Punch deals with Water and Flying-types.

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Infernape @ Leftovers
Ability: Blaze
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Taunt
- Slack Off

So, Flare Blitz is POWA and gets you down to Blaze range faster. U-turn is for pivoting and gaining momentum. Taunt is for walls like Toxapex, and Slack Off is healing.

This has forced so many forfeits on PS!

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I know that this opinion is unpoupular, but I'm not a big fan of Infernape. However, it's quite strong, so there is my set.
Infernape
GEN VII

Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fire Punch
- Close Combat
- Rock Slide
- Bulk Up / Shadow Claw

Fire Punch is STAB and is boosted by Iron Fist
Close Combat is also STAB
Rock Slide is here for coverage
Bulk Up is for Setup/ Shadow Claw is also for coverage

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Gen 6 PU

Monferno @ Eviolite
Ability: Blaze
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Slack Off
- Flamethrower
- Will-O-Wisp

Specially defensive set. Stealth Rock is for setting an entry hazard. Slack Off is for healing. Flamethrower is for wearing down opposing Pokemon. Will-O-Wisp is to cripple physical attackers.

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National Dex UU

Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Vacuum Wave
- Hidden Power [Ice]

Nasty Plot set. Nasty Plot is to boost your special attack. Fire Blast is strong STAB. Vacuum Wave is priority STAB. HP Ice is coverage that allows you to deal with Mega Altaria.

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Infernape
Ability: Blaze / Iron Fist (more Fire-type power or more punching power)
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature / Adamant Nature
- Flare blitz
- Close Combat
- Acrobatics
- Bulldoze / Earthquake / Thunder Punch

Bulldoze lowers speed and Thunder Punch is coverage. Yes, Flare Blitz's recoil heavy but it does a lot of damage, and without any item, Acrobatic's base power is 110.

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[This is my moveset for my Infernape in BD/SP]

Infernape @ Life Orb
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fire Punch
- Thunder Punch
- Close Combat
- U-turn / Swords Dance

Fire Punch and Close Combat are strong STAB moves. Thunder Punch is coverage for Flying- and Water-types. I prefer being able to pivot with U-turn which also gets rid of the Close Combat stat drops, but Swords Dance is obviously also very good. U-turn also gives coverage against Psychic-types.

Fire Punch with the Iron Fist boost is equal to Flamethrower, so you can just pour everything into physical because then you can also have Fighting-type moves. Iron fist gives a 20% boost to all punching moves so Thunder Punch also becomes 90 base power, so very good coverage against water and flying types.

All of these moves means Infernape is only weak to ground, which could probably be taken out by Close Combat (Life Orb boost + STAB) which would be 234 Base Power move, or just pivot out with U-turn to a Water / Grass / Ice-type. This is very good moveset for competitive or the Battle tower, even just a casual playthrough.

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Gen 5-7 to BDSP

Infernape (M) @ Choice Band
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fire Punch
- Mach Punch
- Close Combat
- Thunder Punch

- Fire Punch STAB and boosted by Iron Fist.
- Mach Punch STAB, priority and boosted by Iron Fist.
- Close Combat STAB and good power move that you can spam and will do great with hazard support.
- Thunder Punch Water coverage and also boosted by Iron Fist.

>Tyranitar is a good teamate with this set as well as U-turners like Scizor that can get infernape in safely.

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Why Adamant? Infernape needs as much speed as possible.
If the set had Jolly, then Mach Punch's priority wouldn't be as helpful
I mean I wouldn't really say CC is spammable because of low pp and defense drops
True, but then Brick Break, U-Turn, or something else would have more of a use than Mach Punch if you had 252 EVs into Speed as well as a Jolly Nature
What about the plethora of threats that naturally outspeed infernape? Even with maximum Speed invest and positive nature, I'm pretty sure Mach Punch would still be very helpful to deal with them. Also I think that Mach Punch's low power is made up for with STAB, Iron Fist, and Choice Band to increase its Offensive efficiency.
I said Mach Punch wouldn't be AS helpful, I'm not saying it'd be utterly useless.
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National Dex UU

Infernape @ Choice Specs
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fire Blast
- Grass Knot
- Hidden Power [Ice]
- Stone Edge

Choice Specs Infernape set for National Dex UU. Fire Blast is used for a strong fire move. Grass Knot targets Pokemon like Swampert, Rhyperior, and Hippowdon. HP Ice is used to be able to hit Pokemon like Mega Altaria, Salamence, and Gligar super effectively. You might be thinking that Stone Edge is weird on a Choice Specs set, but Stone Edge allows you to 2HKO defensive Moltres or OHKO Moltres if it's using an offensive spread, as shown in these damage calcs:

4 Atk Infernape Stone Edge vs. 248 HP / 84 Def Moltres: 296-352 (77.2 - 91.9%) -- guaranteed 2HKO

4 Atk Infernape Stone Edge vs. 0 HP / 0 Def Moltres: 328-388 (102.1 - 120.8%) -- guaranteed OHKO

Naive Nature is used for the this set so you can beat Scizor better.

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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.

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You should post each moveset as seperate answers
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Destroyer of the Quarter of an Imperial Dozen Pokemon In Sinnoh

Infernape @ Life Orb
Ability : Blaze
EVs : 252 Atk / 252 Speed / 6 HP
Jolly Nature
- Flare Blitz
- Close Combat
- Stone Edge
- U-turn

Flare blitz : Highest Damaging Fire type attack that Infernape learns boosted further by STAB.

Close Combat : Highest Damaging Fighting type attack that Infernape learns boosted further by STAB.

Stone Edge : Stone edge is to cover the crucial flying type weakness of Infernape and can easily kill almost any flying and electric type.

U-turn : U-turn is for scouting and covering the physic weakness of Infernape as well as for switching out when low.

Game Plan : As the name suggests it CAN only kill 3 Pokemon as Flare blitz paired with Life Orb gives massive recoil damage and is only able to use it around 3 times (You can use other moves to survive for a longer time but life orb will wear your Infernape down so you have to use u-turn to switch and survive)

Example : You lead with you Infernape and the opponent leads with a roserade, you kill the Roserade using Flare blitz but take a lot of recoil. The opponent now brings out a staraptor in hopes of killing your Infernape using a flying type move but your Infernape uses Stone Edge and Kills the staraptor but takes some recoil because of life orb. The Opponent brings out gardeviour in hopes of killing your Infernape using a physic move but now you are deciding whether to use (Super effective) U-turn OR (Regular Effective) Flare blitz but you see your HP being lower than half and as having less than half health triggers Blaze which makes your Flare blitz way more effective and you use Flare blitz K'oing the Gardevior now the Opponent brings out a Garchomp fully sure of Knocking out your Infernape but you use U-turn to switch out into a staraptor making the earthquake useless and again u-turning into weavile but as the garchomp had used a rock type attack to kill your staraptor it has very less effect on weavile as weavile outspeeds and kills the Garchomp.

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That’s a pretty specific situation you have there. What about, the opponent leads with Great Tusk and all your hopes and dreams die.
lol I made this set for only gen 4 (DPPT) I forgot to state that it should only be used for Gen 4. Btw thanks for reminding me Anchor9.
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Gen 9 NU Mixed Life Orb

Infernape @ Life Orb
Ability: Blaze
Tera Type: Dark
EVs: 160 Atk / 96 SpA / 252 Spe
Naive Nature
- Close Combat
- Fire Blast
- Knock Off
- Grass Knot

Mixed Life Orb Infernape that utilizes both of Infernape's offensive stats. Fire Blast is used for the Fire STAB to break past physical walls such as Avalugg and Vileplume. Knock Off is nice as a midground move that provides utility and hits Psychic- and Ghost-types super effectively. Grass Knot lets Infernape deal quite a bit of damage to most of the Bulky waters in the tier. Tera Dark allows Knock Off into Grass Knot to take out Slowbro. 96 Special Attack EVs are used to help with the Tera Dark Knock Off into Grass Knot and can also 2HKO Slowbro provided it doesn't Tera. You also OHKO Rhyperior that uses the 252 HP / 240 SpD EV spread.

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Why specifically 96 SpA EVs? Is there a specific bulky Water you're trying to hit?
It is to help with the Tera Dark Knock Off into Grass Knot taking out Slowbro. Guess I'll mention that.
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This is an Infernape I used in the Battle Frontier in Platinum. I find it works very well.

Infernape @ Focus Sash
Ability: Blaze
EVs: 252 Speed EVs/128 Attack EVs/128 Special Attack EVs/8 HP EVs
Hasty Nature
- Flamethrower
- Close Combat
- Mach Punch
- Thunder Punch

Due to Infernape having maxed out speed from max EVs and Hasty Nature, it can outspeed almost anything. This way, Infernape can strike first and land a STAB Close Combat every time. This will lower Infernape’s physical and special defense by one stage, making it almost guaranteed that when Infernape is hit by a super effective move like Hydro Pump/Surf, Earthquake, Brave Bird/Air Slash, or Psychic, it will always survive due to Focus Sash. Now that Focus Sash has triggered, Infernape will be on 1HP, and in HP range of Blaze triggering, making it’s STAB Flamethrower do 30% more damage, which should now be enough to OHKO almost any Ice, Grass, Bug, or Steel type. That’s the main way I use this Infernape, while I have Mach Punch on it for any situations where Infernape could possibly be outsped, like if the opponent is also using a priority move, or Infernape’s speed was lowered/the opponents speed increased. Then, I also use Thunder Punch on Infernape for coverage against Water and Flying Types, 2 of Infernape’s 4 weaknesses.

This is my Infernape for Pokémon Platinum Battle Frontier. Hope you guys like it.

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I think you would be better off making this move set purely physical by replacing Flamethrower with Flare Blitz/Fire Punch and investing all your special attack EVs into attack. All of your other moves would hit harder that way and I don't think this move set benefits much from being a mixed set.
Also, minor nitpick, but the listed EV spread has 4 more EVs than the maximum of 508.