What is a good moveset for Infernape?
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 includefull 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 learnsetfor reference.
Pleaselog inorregisterto add a comment.
Well, Pb gave a DW set, so this is what I use without his DW ability.
Infernape @ Life OrbAbility: BlazeEVs: 4 HP / 252 SpA / 252 SpeTimid Nature- Nasty Plot- Vacuum Wave- Flamethrower- Grass Knot / Hidden Power [Grass]
Nasty Plot is because I prefer special Infernape. Vacuum Wave is priority and Flamethrower is STAB. HP [Grass] is for PO, but in standard, Grass Knot works better, because getting a good HP is hard as crap.
OR
Infernape @ Life OrbAbility: BlazeEVs: 4 HP / 252 Atk / 252 SpeJolly Nature- Swords Dance- Mach Punch- Fire Punch- U-Turn
Swords Dance is for the physical set. Mach Punch hits first and is priority. Fire Punch is STAB. U-Turn 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
Infernape (M) @ Focus SashAbility: BlazeEVs: 4 HP / 252 Atk / 252 SpeJolly Nature- 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 Danceis to boost that already decent attack to amazing levels.Mach Punchis for Priority, andClose Combathas dat POWA.Blaze Kickis STAB, and the highest Physical base power Fire move next to Flare Blitz that Infernape knows. Boosted by Blaze when Sash is broken.Acrobaticsgains massive power when the Focus Sash is gone.
Gen 7 UU
Infernape @ Life OrbAbility: Iron FistEVs: 252 Atk / 4 SpD / 252 SpeJolly 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.
Infernape (F) @ Life OrbAbility: BlazeEVs: 4 HP / 252 Atk / 252 SpeJolly Nature-Flare Blitz / Fire Punch-Close Combat-Earthquake / Thunder Punch / Stone Edge-U-turn
Flare Blitzis for a powerful staband If you dont want recoil takeFire Punch.Close Combatis a very powerful stab.Earthquakeis just a good move.ThunderPunchfor Water types and Flying types.Stone Edgeis more powerful against Flying types thanThunderPunch.U-turnis nice for scouting and some coverage.
Kicking Ass in and out of the Rain
RainApe (Infernape) (M) @ Choice Band /Life OrbAbility: Iron FistEVs: 252 Atk / 4 SpA / 252 Speor228 Atk / 28 SpA / 252 SpeNaive Nature- 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 aHit-and-Runplaystyle, possible through pivoting with a powerful,Choice BandboostedU-turn. The objective of this set is to provide Rain Teams with a Pokemon that remedy its sun weaknesses, while also checking many offensive threats in the sand (Terrakion).
TheChoice Bandis what makes this set viable, as it is capable of firing off decently powerfulFlare Blitzagainst Fire weak Pokemon even if the Rain is pouring, while using Infernape’s Dream World Ability inIron Fistto it’s fullest withMach 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 UpSwords 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 ofRainApe, swap the Choice Band for theLife Orbfor decent damage without setting upSwords Dance.
Mach Punchis 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 Blitzis a decently powerful STAB that becomes acceptable after a SD Boost, whileHidden 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!
Infernape @ Life OrbAbility: Iron Fist / BlazeEVs: 252 Atk / 4 Def / 252 SpeJolly Nature- 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.
Infernape @ Focus SashAbility: BlazeEVs: 4 HP / 252 Atk / 252 SpeJolly 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.
Infernape(M) @ Life Orb / Black Belt / Focus SashAbility:Iron Fist(Blaze is still ok)EVs: 252 Atk / 4 SpD / 252 SpeJolly Nature-Mach Punch / Close Combat-U-turn-Flare Blitz/Blaze Kick / Fire Punch-Earthquake
Mach Punch has higher power after boost by Iron Fist, and it can always move first, and is also boosted by Black Belt. U-Turn is for switching to other Pokemon if opponent is a Water/Ground type. Flare Blitz, Blaze Kick and Fire Punch 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 is a nice move which hits Ground-types and is a great option for Infernape.
This is the best one I’ve used in competitive battles, hope this helps!
Stealth Rocks
Infernape @ Focus SashAbility: BlazeEVs: 4 Atk / 252 SpA / 252 SpeNaive Nature- Stealth Rock- Taunt- Overheat- Close Combat
Taunt other leads. Set rocks. When at low HP, Overheat gets a good boost from Blaze, so use that for a huge hit. Close Combat is also STAB.
This is my Mixed Sweeper Set I use for my ATFP (All Time Favorite Pokemon):
Infernape (M) @ Life OrbAbility: BlazeEVs: 128 Atk / 128 SpA / 252 SpeNaive Nature- 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.
This Infernape is the lead of my ultimate Battle Tower team:
Infernape @ Shell BellAbility: BlazeEVs: 252Atk/ 252SpeJollyNature-Fake Out-U-turn-Flare Blitz / Fire Punch-Close Combat
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 withFake Outfirst, unless of course the foe is aGhosttype, to get rid of the effects ofSturdyorFocus Sash. Then, if you think your can KO the foe, hit ‘em hard with a STAB move. If not, here comes the strategy: useU-turnif you think the foe will use a super-effective move. Switch to aDarktype if you think it’ll use aPsychictype move or to aFlyingtype in case ofGroundtypes.
I teamed this guy up with myGyaradosand myMetagross, seeing asMetagrossis resistant toFlyingandPsychicattacks andGyaradosis resistant toWaterandGround. 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.
Infernape @ Focus SashAbility: Iron FistEVs: 4 HP / 252 Atk / 252 SpeAdamant Nature- 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.
Infernape (M) @ Life OrbAbility: Iron FistEVs 4 HP / 252 Atk / 252 SpeJolly Nature- Fire Punch- Thunder Punch- Mach Punch- Earthquake
Fire Punch - STAB plus boosted by Iron FistThunder Punch - Deals with weakness. Also boosted by Iron FistMach Punch - STAB, Priority and again, boosted by Iron FistEarthquake - Adds coverage and its Earthquake…..it hurts
Total coverage for this set:
Infernape @ Life OrbAbility: Iron FistEVs: 252 Atk / 4 Def / 252 SpeJolly Nature- Fire Punch- Mach Punch- Thunder Punch- Close Combat
Fire Punch: STAB, boosted by Iron FistMach Punch: STAB, priority, boosted by Iron FistThunder Punch: Coverage, boosted by Iron FistClose Combat: STAB, base 120 power
YOLO (Infernape) @ Life OrbAbility: Iron FistEVs: 252 Atk / 4 SpD / 252 SpeJolly Nature- U-turn- Mach Punch- Thunder Punch- Fire Punch
U-turn (Scouting)Mach Punch (A last attack, should hit hard)Thunder Punch (Bye bye Water and Flying types)Fire Punch (Good STAB and power)
Infernape @ Focus SashAbility: BlazeEVs: 4 HP / 252 SpA / 252 SpeModest Nature- Flamethrower- Focus Blast- Solar Beam- Sunny Day
Flamethrower has good power, accuracy, STAB, and is boosted by Sunny Day. Focus Blast is STAB, coverage and high power. Solar Beam covers Ground and Water, and activates in one turn from Sunny Day. Sunny Day boosts Flamethrower power, makes Solar Beam one turn too.Open up with a Sunny Day, you are guaranteed to survive whatever attack the opponent uses because of your Focus Sash, then you start sweeping. With your high Speed, you can outspeed most Pokemon. You can OHKO most Pokemon, besides special walls like Tentacruel and Blissey.
As Infernape is my mascot Pokémon, as well as my favorite, I have quite a few sets for him. One is:
LO Specialnape
Infernape @ Life OrbAbility: BlazeEVs: 4 HP / 252 SpA / 252 SpeModest Nature- Fire Blast / Flamethrower- Grass Knot- Focus Blast- Nasty Plot
Intellectual Monkey
Infernape @ Choice SpecsAbility: BlazeEVs: 4 HP / 252 SpA / 252 SpeModest Nature- Flamethrower / Fire Blast / Overheat- Focus Blast- Grass Knot- Hidden Power [WHATEVER] / Vacuum Wave
AV Flaming Psycho Monkey
Infernape @ Assault VestAbility: BlazeEVs: 128 Atk / 128 SpA / 252 SpeNaive Nature- Fire Blast / Flamethrower- Grass Knot- Close Combat- U-turn / Stone Edge / Shadow Claw
Sniper Ape
Infernape @ Wide LensAbility: BlazeEVs: 128 Atk / 128 SpA / 252 SpeHasty / Naive Nature- Fire Blast- Stone Edge- Focus Blast- Blaze Kick
Infernape is aBOSSin Physical Attack so I’ll choose it:
Infernape @ Life OrbAbility: BlazeEVs: 4 HP / 252 Atk / 252 SpeJolly Nature- Fake Out- Close Combat- Mach Punch- Flare Blitz
Fake OutClose Combat (STAB)Mach Punch (STAB)Flare Blitz (STAB)
Fake Out always hits first and gets rid of the target’s Focus Sash, 100% flinch too.Close Combat has really high damage but will lowers user Defense and Special Defense by 1, just use it if you know your Infernape can OHKO the target.Mach Punch to kill the targets have low HP, +1 priority.Infernape is a Fire type so it needs a Fire move, I choose Flare Blitz, it deals really high damage but has 33% recoil damage.
This set is specifically for the Battle Tree. This doesn’t fail me yet!
Wu-Kong (Infernape) @ King’s RockAbility: BlazeEVs: 4 HP / 252 Atk / 252 SpeAdamant Nature- Fake Out- Fling- Acrobatics- Flare Blitz
Basically, the double flinch combo. Biggest flaw is that you get walled by Rock types. xD
Infernape moveset
Infernape @ anythingAbility: Iron FistEVs: 4 HP / 252 Atk / 252 SpeJolly Nature- Fire Punch- Thunder Punch- Close Combat- Earthquake
Fire Punch is STAB and 90 BP with Iron Fist. Thunder Punch covers Flying- and Water-types. Close Combat is a very strong STAB and is boosted by Iron Fist. Earthquake is a good move, deals with Rock, other Fire types, Electric, Steel, and Poison types.