Pokemon Brilliant Diamond and Shining Pearl Infernape is a Fire and Fighting Type Flame Pokémon, with a 5.9% Chance To Catch with a regular PokeBall. Infernape has a Medium Slow growth rate with a 1 Attack, 1 Special Attack, 1 Speed EV Yield, and Total of 534 combine Stats.
Stat | HP | Attack | Defense | Sp.Atk | Sp.Def | Speed | Total |
---|---|---|---|---|---|---|---|
Base | 76 | 104 | 71 | 104 | 71 | 108 | 534 |
Min | 262 | 191 | 132 | 191 | 132 | 198 | |
Max | 356 | 337 | 265 | 337 | 265 | 346 |
Abilities | 1. Blaze Iron Fist (hidden ability) |
EV Yield | 1 Attack, 1 Special Attack, 1 Speed |
Growth Rate | Medium Slow |
Catch Rate | 45 (5.9% with PokéBall, full HP) |
Egg Groups | Field, Human-Like |
Egg Cycles | 20 (4,884–5,140 steps) |
How To Evolve Infernape in Pokemon Diamond and Pearl
Chimchar requires Level 14 to evolve into Monferno and then Level 36 to evolve into Infernape in Pokemon D/P.
Pokemon Diamond and Pearl Infernape Weakness
Infernape is a Fire and Fighting Type pokemon. This will cause it to take More Damage from Ground, Water, , Psychic Type Moves and will take Less Damage from Steel, Fire, Grass, Ice, Dark, Bug type moves.
Damage | Types |
---|---|
4.0x Damage | |
2.0x Damage | |
0.5x Damage | |
0.25x Damage | |
Immune to Damage |
What pokemon is Infernape Weak Against?
Pokemon | Type 1 | Type 2 | CP |
---|---|---|---|
680 | |||
600 | |||
600 | |||
580 | |||
580 |
What pokemon is Infernape Strong Against?
Pokemon | Type 1 | Type 2 | CP |
---|---|---|---|
680 | |||
540 | |||
535 | |||
535 | |||
534 |
Where To Find Infernape in Pokemon Diamond and Pearl
Infernape Moves in Pokemon Diamond and Pearl
List of Moves Infernape can learn by reaching higher levels in Pokemon Diamond and Pearl.
Lvl | Move | Desc |
---|---|---|
68 | Flare Blitz | Class: Physical Power: 120 Acc: 100 PP: 15 User receives recoil damage. May burn opponent. |
58 | Calm Mind | Class: Status Power: — Acc: — PP: 20 Raises user's Special Attack and Special Defense. |
52 | Acrobatics | Class: Physical Power: 55 Acc: 100 PP: 15 Stronger when the user does not have a held item. |
42 | Fire Spin | Class: Special Power: 35 Acc: 85 PP: 15 Traps opponent, damaging them for 4-5 turns. |
29 | Punishment | Class: Physical Power: — Acc: 100 PP: 5 Power increases when opponent's stats have been raised. |
26 | Feint | Class: Physical Power: 30 Acc: 100 PP: 10 Only hits if opponent uses Protect or Detect in the same turn. |
19 | Flame Wheel | Class: Physical Power: 60 Acc: 100 PP: 25 May burn opponent. |
16 | Fury Swipes | Class: Physical Power: 18 Acc: 80 PP: 15 Hits 2-5 times in one turn. |
9 | Taunt | Class: Status Power: — Acc: 100 PP: 20 Opponent can only use moves that attack. |
7 | Ember | Class: Special Power: 40 Acc: 100 PP: 25 May burn opponent. |
1 | Taunt | Class: Status Power: — Acc: 100 PP: 20 Opponent can only use moves that attack. |
1 | Mach Punch | Class: Physical Power: 40 Acc: 100 PP: 30 User attacks first. |
1 | Close Combat | Class: Physical Power: 120 Acc: 100 PP: 5 Lowers user's Defense and Special Defense. |
1 | Flare Blitz | Class: Physical Power: 120 Acc: 100 PP: 15 User receives recoil damage. May burn opponent. |
1 | Ember | Class: Special Power: 40 Acc: 100 PP: 25 May burn opponent. |
1 | Scratch | Class: Physical Power: 40 Acc: 100 PP: 35 |
1 | Leer | Class: Status Power: — Acc: 100 PP: 30 Lowers opponent's Defense. |
List of Moves Infernape can learn using (TMs) Technical Machine Items.
TM | Move | Desc |
---|---|---|
100 | Confide | Class: Status Power: — Acc: — PP: 20 Lowers opponent's Special Attack. |
90 | Substitute | Class: Status Power: — Acc: — PP: 10 Uses HP to creates a decoy that takes hits. |
89 | U-turn | Class: Physical Power: 70 Acc: 100 PP: 20 User switches out immediately after attacking. |
88 | Sleep Talk | Class: Status Power: — Acc: — PP: 10 User performs one of its own moves while sleeping. |
87 | Swagger | Class: Status Power: — Acc: 85 PP: 15 Opponent becomes confused, but its Attack is sharply raised. |
86 | Grass Knot | Class: Special Power: — Acc: 100 PP: 20 The heavier the opponent, the stronger the attack. |
84 | Poison Jab | Class: Physical Power: 80 Acc: 100 PP: 20 May poison the opponent. |
80 | Rock Slide | Class: Physical Power: 75 Acc: 90 PP: 10 May cause flinching. |
78 | Bulldoze | Class: Physical Power: 60 Acc: 100 PP: 20 Lowers opponent's Speed. |
75 | Swords Dance | Class: Status Power: — Acc: — PP: 20 Sharply raises user's Attack. |
71 | Stone Edge | Class: Physical Power: 100 Acc: 80 PP: 5 High critical hit ratio. |
68 | Giga Impact | Class: Physical Power: 150 Acc: 90 PP: 5 User must recharge next turn. |
65 | Shadow Claw | Class: Physical Power: 70 Acc: 100 PP: 15 High critical hit ratio. |
62 | Acrobatics | Class: Physical Power: 55 Acc: 100 PP: 15 Stronger when the user does not have a held item. |
61 | Will-O-Wisp | Class: Status Power: — Acc: 85 PP: 15 Burns opponent. |
56 | Fling | Class: Physical Power: — Acc: 100 PP: 10 Power depends on held item. |
52 | Focus Blast | Class: Special Power: 120 Acc: 70 PP: 5 May lower opponent's Special Defense. |
50 | Overheat | Class: Special Power: 130 Acc: 90 PP: 5 Sharply lowers user's Special Attack. |
48 | Round | Class: Special Power: 60 Acc: 100 PP: 15 Power increases if teammates use it in the same turn. |
47 | Low Sweep | Class: Physical Power: 65 Acc: 100 PP: 20 Lowers opponent's Speed. |
45 | Attract | Class: Status Power: — Acc: 100 PP: 15 If opponent is the opposite gender, it's less likely to attack. |
44 | Rest | Class: Status Power: — Acc: — PP: 10 User sleeps for 2 turns, but user is fully healed. |
43 | Flame Charge | Class: Physical Power: 50 Acc: 100 PP: 20 Raises user's Speed. |
42 | Facade | Class: Physical Power: 70 Acc: 100 PP: 20 Power doubles if user is burned, poisoned, or paralyzed. |
41 | Torment | Class: Status Power: — Acc: 100 PP: 15 Opponent cannot use the same move in a row. |
40 | Aerial Ace | Class: Physical Power: 60 Acc: — PP: 20 Ignores Accuracy and Evasiveness. |
39 | Rock Tomb | Class: Physical Power: 60 Acc: 95 PP: 15 Lowers opponent's Speed. |
38 | Fire Blast | Class: Special Power: 110 Acc: 85 PP: 5 May burn opponent. |
35 | Flamethrower | Class: Special Power: 90 Acc: 100 PP: 15 May burn opponent. |
32 | Double Team | Class: Status Power: — Acc: — PP: 15 Raises user's Evasiveness. |
31 | Brick Break | Class: Physical Power: 75 Acc: 100 PP: 15 Breaks through Reflect and Light Screen barriers. |
27 | Return | Class: Physical Power: — Acc: 100 PP: 20 Power increases with higher Friendship. |
26 | Earthquake | Class: Physical Power: 100 Acc: 100 PP: 10 Power is doubled if opponent is underground from using Dig. |
22 | Solar Beam | Class: Special Power: 120 Acc: 100 PP: 10 Charges on first turn, attacks on second. |
21 | Frustration | Class: Physical Power: — Acc: 100 PP: 20 Power decreases with higher Friendship. |
17 | Protect | Class: Status Power: — Acc: — PP: 10 Protects the user, but may fail if used consecutively. |
15 | Hyper Beam | Class: Special Power: 150 Acc: 90 PP: 5 User must recharge next turn. |
12 | Taunt | Class: Status Power: — Acc: 100 PP: 20 Opponent can only use moves that attack. |
11 | Sunny Day | Class: Status Power: — Acc: — PP: 5 Makes it sunny for 5 turns. |
10 | Hidden Power | Class: Special Power: 60 Acc: 100 PP: 15 Type and power depends on user's IVs. |
8 | Bulk Up | Class: Status Power: — Acc: — PP: 20 Raises user's Attack and Defense. |
6 | Toxic | Class: Status Power: — Acc: 90 PP: 10 Badly poisons opponent. |
5 | Roar | Class: Status Power: — Acc: — PP: 20 In battles, the opponent switches. In the wild, the Pokémon runs. |
4 | Calm Mind | Class: Status Power: — Acc: — PP: 20 Raises user's Special Attack and Special Defense. |
1 | Work Up | Class: Status Power: — Acc: — PP: 30 Raises user's Attack and Special Attack. |
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