| National Dex 392 |
Johto Dex - |
Hoenn Dex - |
Sinnoh Dex 6 |
| Strengths and Weaknesses This table shows the strenths and weaknesses of this Pokemon, numbers less than one means the effect of those types of attacks are reduced by that factor, and numbers greater than one are increased by that factor. So for example, if the number is 2, then this Pokemon will incur about twice the damage as normal, 0.5, only half the normal damage. |
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| Level Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | Level | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Ember | 1 | fire | special | 40 | 100% | 25 | The foe is attacked with small flames. The target may also be left with a burn. | IV |
| Leer | 1 | normal | none | 0 | 100% | 30 | The foe is given an intimidating leer with sharp eyes. The target's Defense stat is reduced. | IV |
| Scratch | 1 | normal | physical | 40 | 100% | 35 | Hard, pointed, and sharp claws rake the foe to inflict damage. | IV |
| Taunt | 1 | dark | none | 0 | 100% | 20 | The foe is taunted into a rage that allows it to use only attack moves for two to four turns. | IV |
| Mach Punch | 14 | fighting | physical | 40 | 100% | 30 | The user throws a punch at blinding speed. It is certain to strike first. | IV |
| Fury Swipes | 17 | normal | physical | 18 | 80% | 15 | The foe is raked with sharp claws or scythes for two to five times in quick succession. | IV |
| Flame Wheel | 21 | fire | physical | 60 | 100% | 25 | The user cloaks itself in fire and charges at the foe. It may also leave the target with a burn. | IV |
| Feint | 29 | normal | physical | 50 | 100% | 10 | An attack that hits a foe using Protect or Detect. It also lifts the effects of those moves. | IV |
| Punishment | 33 | dark | physical | n/a | 100% | 5 | This attack's power increases the more the foe has powered up with stat changes. | IV |
| Close Combat | 41 | fighting | physical | 120 | 100% | 5 | The user fights the foe in close without guarding itself. It also cuts the user's Defense and Sp. Def. | IV |
| Fire Spin | 45 | fire | special | 15 | 70% | 15 | The foe becomes trapped within a fierce vortex of fire that rages for two to five turns. | IV |
| Calm Mind | 53 | psychic | none | 0 | 100% | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | IV |
| Flare Blitz | 57 | fire | physical | 120 | 100% | 15 | The user cloaks itself in fire and charges at the foe. The user sustains serious damage, too. | IV |
| Egg Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | ||||||
| Move | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|
| Blaze Kick | fire | physical | 85 | 90% | 10 | The user launches a kick with a high critical-hit ratio. It may also leave the target with a burn. | IV |
| Counter | fighting | physical | n/a | 100% | 20 | A retaliation move that counters any physical attack, inflicting double the damage taken. | IV |
| Double Kick | fighting | physical | 30 | 100% | 30 | The foe is quickly kicked twice in succession using both feet. | IV |
| Encore | normal | none | 0 | 100% | 5 | The user compels the foe to keep using only the move it last used for two to six turns. | IV |
| Fake Out | normal | physical | 40 | 100% | 10 | An attack that hits first and makes the target flinch. This move works only on the first turn. | IV |
| Fire Punch | fire | physical | 75 | 100% | 15 | The foe is punched with a fiery fist. It may leave the target with a burn. | IV |
| Focus Energy | normal | none | 0 | 100% | 30 | The user takes a deep breath and focuses to raise the critical-hit ratio of its attacks. | IV |
| Heat Wave | fire | special | 100 | 90% | 10 | The user exhales a heated breath on the foe to attack. It may also leave the target with a burn. | IV |
| Helping Hand | normal | none | 0 | 100% | 20 | A move that boosts the power of the ally's attack in a Double Battle. | IV |
| ThunderPunch | electric | physical | 75 | 100% | 15 | The foe is punched with an electrified fist. It may leave the target with paralysis. | IV |
| Tutor Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | ||||||
| Move | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|
| Blast Burn | fire | special | 150 | 90% | 5 | The foe is razed by a fiery explosion. The user must rest on the next turn, however. | IV |
| Machine Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | TM | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Focus Punch | TM01 | fighting | physical | 150 | 100% | 20 | The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. | IV |
| Calm Mind | TM04 | psychic | none | 0 | 100% | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | IV |
| Roar | TM05 | normal | none | 0 | 100% | 20 | The foe is scared off, to be replaced by another Pokemon in its party. In the wild, the battle ends. | IV |
| Toxic | TM06 | poison | none | 0 | 85% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. | IV |
| Bulk Up | TM08 | fighting | none | 0 | 100% | 20 | The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats. | IV |
| Hidden Power | TM10 | normal | special | n/a | 100% | 15 | A unique attack that varies in type and intensity depending on the Pokemon using it. | IV |
| Sunny Day | TM11 | fire | none | 0 | 0% | 5 | The user intensifies the sun for five turns, powering up Fire-type moves. | IV |
| Taunt | TM12 | dark | none | 0 | 100% | 20 | The foe is taunted into a rage that allows it to use only attack moves for two to four turns. | IV |
| Hyper Beam | TM15 | normal | special | 150 | 90% | 5 | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | IV |
| Protect | TM17 | normal | none | 0 | 0% | 10 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | IV |
| Frustration | TM21 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. | IV |
| SolarBeam | TM22 | grass | special | 120 | 100% | 10 | A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. | IV |
| Iron Tail | TM23 | steel | physical | 100 | 75% | 15 | The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat. | IV |
| Earthquake | TM26 | ground | physical | 100 | 100% | 10 | The user sets off an earthquake that hits all the Pokemon in the battle. | IV |
| Return | TM27 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. | IV |
| Dig | TM28 | ground | physical | 80 | 100% | 10 | The user burrows, then attacks on the second turn. It can also be used to exit dungeons. | IV |
| Brick Break | TM31 | fighting | physical | 75 | 100% | 15 | The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect. | IV |
| Double Team | TM32 | normal | none | 0 | 100% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | IV |
| Flamethrower | TM35 | fire | special | 95 | 100% | 15 | The foe is scorched with an intense blast of fire. The target may also be left with a burn. | IV |
| Fire Blast | TM38 | fire | special | 120 | 85% | 5 | The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. | IV |
| Rock Tomb | TM39 | rock | physical | 50 | 80% | 10 | Boulders are hurled at the foe. It also lowers the foe's Speed by preventing its movement. | IV |
| Aerial Ace | TM40 | flying | physical | 60 | 100% | 20 | The user confounds the foe with speed, then slashes. The attack lands without fail. | IV |
| Torment | TM41 | dark | none | 0 | 100% | 15 | The user torments and enrages the foe, making it incapable of using the same move twice in a row. | IV |
| Facade | TM42 | normal | physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. | IV |
| Secret Power | TM43 | normal | physical | 70 | 100% | 20 | The user attacks with a secret power. Its added effects vary depending on the user's environment. | IV |
| Rest | TM44 | psychic | none | 0 | 100% | 10 | The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | IV |
| Attract | TM45 | normal | none | 0 | 100% | 15 | If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. | IV |
| Overheat | TM50 | fire | special | 140 | 90% | 5 | The user attacks the foe at full power. The attack's recoil sharply reduces the user's Sp. Atk stat. | IV |
| Focus Blast | TM52 | fighting | special | 120 | 70% | 5 | The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def. | IV |
| Fling | TM56 | dark | physical | n/a | 100% | 10 | The user flings its held item at the foe to attack. Its power and effects depend on the item. | IV |
| Endure | TM58 | normal | none | 0 | 100% | 10 | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. | IV |
| Will-O-Wisp | TM61 | fire | none | 0 | 75% | 15 | The user shoots a sinister, bluish white flame at the foe to inflict a burn. | IV |
| Shadow Claw | TM65 | ghost | physical | 70 | 100% | 15 | The user slashes with a sharp claw made from shadows. It has a high critical-hit ratio. | IV |
| Giga Impact | TM68 | normal | physical | 150 | 90% | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. | IV |
| Stone Edge | TM71 | rock | physical | 100 | 80% | 5 | The user stabs the foe with a sharpened stone. It has a high critical-hit ratio. | IV |
| Swords Dance | TM75 | normal | none | 0 | 100% | 30 | A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. | IV |
| Stealth Rock | TM76 | rock | none | 0 | 0% | 20 | The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle. | IV |
| Captivate | TM78 | normal | none | 0 | 100% | 20 | If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. | IV |
| Rock Slide | TM80 | rock | physical | 75 | 90% | 10 | Large boulders are hurled at the foe to inflict damage. It may also make the target flinch. | IV |
| Sleep Talk | TM82 | normal | none | 0 | 100% | 10 | While it is asleep, the user randomly uses one of the moves it knows. | IV |
| Natural Gift | TM83 | normal | physical | n/a | 100% | 15 | The user draws power to attack by using its held Berry. The Berry determines its type and power. | IV |
| Poison Jab | TM84 | poison | physical | 80 | 100% | 20 | The foe is stabbed with a tentacle or arm steeped in poison. It may also poison the foe. | IV |
| Grass Knot | TM86 | grass | special | n/a | 100% | 20 | The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. | IV |
| Swagger | TM87 | normal | none | 0 | 90% | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. | IV |
| U-Turn | TM89 | bug | physical | 70 | 100% | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | IV |
| Substitute | TM90 | normal | none | 0 | 100% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | IV |
| Cut | HM01 | normal | physical | 50 | 95% | 30 | The foe is cut with a scythe or a claw. It can also be used to cut down thin trees. | IV |
| Strength | HM04 | normal | physical | 80 | 100% | 15 | The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders. | IV |
| Rock Smash | HM06 | fighting | physical | 40 | 100% | 15 | The user slugs the foe with a shattering punch. It can also smash cracked boulders. | IV |
| Rock Climb | HM08 | normal | physical | 90 | 85% | 20 | A charging attack that may also leave the foe confused. It can also be used to scale rocky walls. | IV |
| Member: muddy1123 mine ius lv 100 shadow claw blast burn close combat rock climb gonna get rid off rock clime and teach stone edge or summut
22 Nov 09 13:49
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Member: Will d (mr ramdom) Infernape is better as a mixed sweeper Nature:Naughty/Lonely/Mild/Rash/Naive/Hasty Held Item:Life Orb EVs:Atk:129/Sp.Atk:129/Spd:252 Flamethrower Close Combat T-Bolt/Thunder Punch EQ/Stone Edge/U-Turn
8 Nov 09 07:32
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Member: supabad This is the best stats for Infernape in my opinion: Infernape Lvl 100 Stat: any MOveset: ThunderPunch ShadowClaw Grass Knot CloseCombat
16 Oct 09 14:22
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| Member: ditto21 my infernape owns its level 65 and can beat cynthias milotic in one attack heres my moveset flamethrower: good accuracy, power and pp blastburn: for stronger pokemon or for the last in a battle close combat: covers its rock and ground weakness and thunderpunch: covers its flying and water weaknesses
22 Aug 09 05:45
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| Member: ppearlrocks Infernape was my starter in Platinum level60 moves Flare Blitz, Aerial Ace,Flame Wheel,Cross Chop
11 Jul 09 13:42
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| Member: pokeking44 THIS IS THE BEST POKEMON EVER!!!! mine knows flamethrower mach punch fire blast shadow claw lvl 100 teach it shadow claw, you can take out all of Lucian's team with it.
24 May 09 17:45
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| Member: bladekin99 my infernape is level 100 and it can defeat the elite 4 and the champion without needing a potion! It has docile nature and 276 hp here are it's moves: Flame wheel (takes care of nooby pokemon) close combat (to cover it's 2 weaknesses rock and ground) Fire Blast (a back-up fire move that needs no rest) Blast Burn (i use this on the final pokemon or a real hard pokemon) If you have an infernape with these moves you can beat the poemon league as many times as you want without needing to heal! (unless you do it about 50 times in a row!)
16 May 09 11:29
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| Member: pokesavage a good moveset for infernape would be: Flare Blitz Thunderbolt/Thunder Punch U-Turn/grass knot Close Combat It's good to have the best moves for his types(Flare Blitz/Close Combat) than it's also good to have moves for his weaknesses(Thunderbolt/Thunder Punch for the water types and the flying types) now it's good to have grass knot because a lot of ground types are heavy and this would do some good damage, but u-turn can help with strategy because if they throw out a psychic this move can do some good damage and then you can switch out to a stronger pokemon and it can also help in case they throw out a pokemon infernape can't handle this move can do damage than switch out to someone better
14 May 09 16:40
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| Member: exploding typhoon I noticed that not very many people have movesets that cover all his weaknesses. So I'm posting my moveset for him. If you see ANY problems with it please tell me. Flamethrower/Flare Blitz Grass Knot Thunder Punch/Thunderbolt Shadow Claw/Close Combat Flametrower's a good move or you could use Flare Blitz if your Infernape has higher Atk. than Sp.Atk and they get an extra boost due to STAB. Grass Knot is there because not only are most Ground types really heavy, they also usually have a second Rock or Water type making it even more powerful. Most Water types aren't very heavy though which is where your Electric move comes in. If you use Flamethrower I would recomennd using Thunder Punch, and vice-versa. Shadow Claw can take out any powerful Pyschic types thrown your way. And finally you could use Close Combat if you want a powerful Fighting move with STAB
5 May 09 18:38
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| Member: cryptidhunter Infernape is a super cool pokemon to have on your team. My Infernape's moves are: Blast Burn Mach Punch Flamethrower Close Combat
1 May 09 16:52
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