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Hitmonchan

In-battle formes

HP:50
Attack:105
Defense:79
Sp. Atk:35
Sp. Def:110
Speed:76
Min (-ve nature, 0 IVs)141
Default188
Max Neutral251
Max Positive276
Max Neutral (+1)376
Max Positive (+1)414
Max Neutral (+2)502
Max Positive (+2)552
NeverUsed
Offensive Spinner241
Bulk Up210
Choice Scarf242

Evolutions

Strategies

  • en
Formats:
Written by Honko

Overview

Hitmonchan is one of the two reliable Rapid Spin users that exist in NU, with Sandslash being its only notable competition. It's also one of just three fully evolved Fighting-types in the tier, and the only one with access to Mach Punch or Close Combat. These rare traits make Hitmonchan a valuable member of a lot of teams. Outside of those niches, Hitmonchan is a powerful physical attacker with good coverage options in the Iron Fist-boosted elemental punches, but its poor physical bulk and relatively low Speed for an offensive Pokemon make it difficult to switch into battle, and it usually only has room for one coverage move on its sets, making it fairly easy to wall. It also suffers from being mostly outclassed as an attacker by Medicham, which is faster, is nearly 20% more powerful, and has access to useful secondary STAB moves.

Offensive Spinner

Move 1
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
Move 3
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Thunder Punch
    10% chance to paralyze the target.
    TypeElectric
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 4
  • Rapid Spin
    Frees user from hazards, binding, Leech Seed.
    TypeNormal
    CategoryPhysical
    Power20 BP
    Accuracy100%

This set's combination of power and utility makes it a solid addition to offensive teams that need a spinner. Close Combat is a powerful STAB move that 2HKOes every NU Pokemon that doesn't resist it. Mach Punch is one of the strongest reliable priority moves in the tier thanks to the boost from Iron Fist, making Hitmonchan an effective revenge killer of frail or weakened offensive Pokemon. The elemental punches also receive boosts from Iron Fist and provide valuable coverage on the Pokemon that resist Hitmonchan's STAB moves; Ice Punch OHKOes Gligar and 2HKOes Nidoqueen and Vileplume, while Thunder Punch 2HKOes Slowking and OHKOes Charizard on the switch. Last, but certainly not least, Rapid Spin provides invaluable support, especially for teams featuring Pokemon that are weak to Stealth Rock, such as Charizard and Typhlosion.

Life Orb is the best item on this set, as it gives Hitmonchan the power it needs to 2HKO common switch-ins like Slowking and Nidoqueen with the appropriate elemental punch. However, Black Belt is a viable alternative to boost Close Combat and Mach Punch without forcing Hitmonchan to take recoil damage when using Rapid Spin. The EV spread maximizes Hitmonchan's power and gives it enough Speed to beat neutral-natured base 70s such as Magneton and Poliwrath as well as the occasional Jolly Whiscash. The remaining EVs go into HP and Defense to slightly improve Hitmonchan's bulk without increasing Life Orb recoil. A bulkier spread of 128 HP / 252 Atk / 128 Spe is a reasonable alternative that still lets Hitmonchan outspeed neutral-natured base 60s and below.

Bulky Psychic- and Ghost-types such as Hypno and Dusclops wall Hitmonchan effortlessly. This makes Skuntank a great partner, as it is perfectly built to shut down and cripple Psychic- and Ghost-type walls with its typing and access to Pursuit, Taunt, and Crunch. The offensive Fire-types that appreciate Hitmonchan's Rapid Spin support also appreciate Skuntank's ability to remove Pokemon such as Hypno, Slowking, and Grumpig from play; a team built around one or more Fire-types supported by Skuntank and Hitmonchan can be very difficult to deal with.

Depending on which elemental punch you choose, Hitmonchan will also be walled by some additional Pokemon. Without Thunder Punch, Hitmonchan can't do meaningful damage to Slowking, so having Skuntank or another Pursuit user as a teammate is even more important. On the other hand, without Ice Punch, Hitmonchan is walled by Gligar, Nidoqueen, and Vileplume, so powerful Fire- or Psychic-type special attackers such as Charizard, Jynx, and Gardevoir are good teammates.

Bulk Up

Move 1
Move 2
  • Drain Punch
    User recovers 50% of the damage dealt.
    TypeFighting
    CategoryPhysical
    Power60 BP
    Accuracy100%
Move 3
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 4
  • Rapid Spin
    Frees user from hazards, binding, Leech Seed.
    TypeNormal
    CategoryPhysical
    Power20 BP
    Accuracy100%

This set sacrifices power in exchange for better longevity, giving Hitmonchan a much better matchup against defensive teams that could simply wear down the Life Orb set. Bulk Up allows Hitmonchan to easily defeat defensive physical attackers that could otherwise 2HKO it, such as Sandslash and Quagsire. Drain Punch helps keep Hitmonchan healthy and has a respectable 75 Base Power thanks to Iron Fist. After a Bulk Up, Hitmonchan can survive an attack from many offensive Pokemon and OHKO them back with Drain Punch, restoring most of its lost HP in the process; examples include Tauros, Manectric, and Floatzel. Ice Punch is Hitmonchan's best coverage move, allowing it to hit every common defensive Pokemon except Slowking for at least neutral damage. The last slot is reserved for Rapid Spin. You could opt for another move in that slot to make Hitmonchan more threatening, such as Thunder Punch, Mach Punch, or Substitute, but Poliwrath and Medicham both have significant advantages over Hitmonchan as dedicated Bulk Up sweepers; Rapid Spin is what sets Hitmonchan apart.

The EV spread maximizes Hitmonchan's Attack so that it can deal decent damage even when it doesn't get a chance to boost. 88 Speed EVs allow Hitmonchan to outspeed neutral-natured base 55s such as Cacturne and Relicanth, as well as minimum Speed Gligar and all other walls that don't invest in Speed. It's worth noting that Gligar and some other fast walls such as Gardevoir will sometimes invest in Speed, so you should consider adding a few more Speed EVs if you want to increase Hitmonchan's chances of outspeeding them.

This set belongs on a team that needs Hitmonchan's Rapid Spin support, as otherwise Poliwrath and Medicham are better choices as Bulk Up users. Slower balanced or defensive teams generally prefer this set to the Life Orb variant thanks to its ability to stay healthy so that it can spin multiple times in a match if needed. Skuntank is a highly recommended teammate, as nearly every Psychic-type in the tier can safely switch into Hitmonchan and force it out.

Choice Scarf

Move 1
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
Move 3
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 4
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
  • Earthquake
    Hits adjacent Pokemon. Power doubles on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
  • Rapid Spin
    Frees user from hazards, binding, Leech Seed.
    TypeNormal
    CategoryPhysical
    Power20 BP
    Accuracy100%

Hitmonchan's access to a 120-Base Power, 100% accurate STAB move and excellent super effective coverage from the elemental punches make it a solid revenge killer and late-game cleaner when equipped with a Choice Scarf. Close Combat OHKOes most offensive Pokemon after Stealth Rock or other chip damage, and Thunder Punch and Ice Punch cover most of the Pokemon that resist it. The last slot is mostly filler. Stone Edge OHKOes Charizard, which barely survives Thunder Punch from full health, and also hits Venomoth and Pinsir. Earthquake 2HKOes Muk, which shakes off any other move Hitmonchan throws its way, and can also be nice to have against Pokemon with Static or Flame Body, such as Manectric and Magmortar, because it does not make contact. Finally, although Rapid Spin is not a good move to be locked into, it can still be useful to have in case your opponent manages to stack a lot of entry hazards.

This set competes directly with Medicham, which can run a similar set but with more power, slightly more Speed, and access to a secondary STAB move and Trick. However, Medicham's primary STAB move is High Jump Kick, which has a 10% chance to miss and the possibility of recoil damage that could cause Medicham to KO itself. Hitmonchan's access to Close Combat makes it a more reliable option if you don't need Medicham's extra power. Choice Scarf Hitmonchan also works well alongside Medicham; Life Orb Medicham can kick and punch massive holes into your opponent's walls, and then Choice Scarf Hitmonchan can clean up the rubble.

With the boost from Choice Scarf, 216 Speed EVs allow Hitmonchan to outspeed every unboosted Pokemon in the tier except Electrode. Mach Punch and Fire Punch are alternative options in the last moveslot if you don't like any of the options listed. Mach Punch may seem strange on a Choice Scarf set, but it could save your team from being swept by Choice Scarf Typhlosion or Chlorophyll-boosted Shiftry. Fire Punch is an alternative to Stone Edge to hit Bug-types more reliably and is a relatively safe move to be locked into due to the lack of common Fire-immune Pokemon in NU.

Choice Scarf Hitmonchan is most effective when you can click Close Combat without thinking, which means it needs teammates that can remove Ghost- and Psychic-types. As always, Skuntank is a great partner as the best Pursuit trapper in the tier. Wallbreakers such as Life Orb Medicham, Life Orb Magmortar, and Swords Dance Charizard are also excellent at KOing or severely crippling Slowking and other walls that could stop Hitmonchan from cleaning. Hitmonchan is relatively slow for a Choice Scarf user, which means it fits better on teams that have solid defensive answers to common faster Choice Scarf users such as Typhlosion and Manectric. Slowking and Regirock counter Typhlosion, and Nidoqueen is a great switch-in to Manectric.

Other Options

Hitmonchan can use Agility to set up a late-game sweep. After a boost, it outspeeds everything in the tier except Choice Scarf Manectric and Tauros, and it can clean up weakened teams quite well with Close Combat and both elemental punches. However, finding an opportunity to set up can be difficult, and you sacrifice the mid-game utility of Rapid Spin and Mach Punch by running Agility. Foresight allows Hitmonchan to spin against Dusclops and the rare defensive Misdreavus, but it's useless in every other matchup, as Hitmonchan already beats Haunter and Drifblim, the two most common Ghost-types, with the elemental punches. Choice Band and SubPunch sets aren't bad options, but they don't accomplish much that the Life Orb set can't already do, they limit Hitmonchan's ability to use its utility moves effectively, and they're outclassed by Medicham.

Checks and Counters

Dusclops is perfectly built to counter Hitmonchan. It's immune to Hitmonchan's STAB moves, blocks Rapid Spin, and isn't even 3HKOed by Life Orb-boosted elemental punches, meaning it can easily burn Hitmonchan and stall it out with Rest. Hypno can't block Rapid Spin or burn Hitmonchan the way Dusclops can, but it walls Hitmonchan's attacks just as effectively. If Hitmonchan lacks Thunder Punch, Slowking counters it extremely well. On the other hand, without Ice Punch, Hitmonchan can barely scratch Gligar, Nidoqueen, and Vileplume. Charizard, Gardevoir, and Medicham don't particularly enjoy switching into Hitmonchan, as Life Orb Close Combat will take out over 50% of their HP despite their resistance to Fighting, but once they're in, they can outspeed Hitmonchan and OHKO it with their STAB moves. Bug- and Poison-types such as Venomoth, Pinsir, and Muk also match up well, as Hitmonchan usually doesn't carry any moves that threaten them.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, even if the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
18
Accuracy
85%
PP
15
Hits 2-5 times in one turn.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
60
Accuracy
100%
PP
5
User recovers 50% of the damage dealt.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Power doubles on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
10
Hits first. First turn out only. 100% flinch chance.
 
Power
50
Accuracy
100%
PP
10
Breaks protection. Fails if target is not protecting.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
PP
40
Fighting, Normal hit Ghost. Evasiveness ignored.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
100
Accuracy
90%
PP
20
If miss, user takes 1/2 damage it would've dealt.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
5
User's next move will not miss the target.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
20
Accuracy
100%
PP
40
Frees user from hazards, binding, Leech Seed.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
90
Accuracy
85%
PP
20
20% chance to confuse the target.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
85
Accuracy
90%
PP
15
Can hit Pokemon using Bounce or Fly.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
35
Accuracy
95%
PP
35
No additional effect.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
50
Accuracy
100%
PP
10
Lasts 3-6 turns. Active Pokemon cannot sleep.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
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