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Hitmonlee

In-battle formes

HP:50
Attack:120
Defense:53
Sp. Atk:35
Sp. Def:110
Speed:87
Min (-ve nature, 0 IVs)161
Default210
Max Neutral273
Max Positive300
Max Neutral (+1)409
Max Positive (+1)450
Max Neutral (+2)546
Max Positive (+2)600
PU
Terrain Sweeper262

Evolutions

Strategies

Formats:
  • PU
Written by avarice

Overview

With Hitmonlee's strong Attack and Unburden, it can function as a great Terrain sweeper. It has solid coverage and has passable bulk to set up with after using Electric or Grassy Seed. However, outside of Terrain teams, Hitmonlee is outclassed by other Fighting-types in the tier like Gallade due to Hitmonlee being reliant on Unburden to make progress. While it has the ability to set up, Hitmonlee still finds itself unable to get past Pokemon like Charizard and Aromatisse if it does not have the right coverage move.

Terrain Sweeper

Move 1
Move 2
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 3
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 4
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
  • Poison Jab
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power80 BP
    Accuracy100%

Hitmonlee is exclusively used on Terrain teams, which, in tandem with Electric Seed or Grassy Seed, help it set up with Bulk Up more easily. Close Combat is Hitmonlee's best STAB move, as it does not run the same risk to miss as High Jump Kick does. Knock Off gives Hitmonlee coverage for Pokemon like Mesprit and Silvally-Ghost, cripples Pokemon like Weezing, and hits Flying-types if Hitmonlee is not running Stone Edge. Stone Edge allows Hitmonlee to remove Flying-types such as Charizard with ease. Alternatively, Poison Jab gives Hitmonlee coverage for Fairy-types like Aromatisse and Silvally-Fairy. Hitmonlee requires either Pincurchin or Thwackey as a partner and therefore pairs well with other Terrain sweepers like Thievul. On Electric Terrain teams, Jolteon can pressure Flying-types for Hitmonlee so it can run Poison Jab, and Nature Power Ribombee can lure Charizard if Electric Terrain is still active. For Grassy Terrain teams, Thwackey is able to wear down Pokemon like Weezing and Charizard for Hitmonlee to break through late-game.

Credits

Moves

 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
80
Accuracy
PP
20
This move does not check accuracy.
 
Power
85
Accuracy
90%
PP
10
High critical hit ratio. 10% chance to burn.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
10
Raises an ally's Attack and Defense by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
30
Accuracy
100%
PP
30
Hits 2 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage 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
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
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
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
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
130
Accuracy
90%
PP
10
User is hurt by 50% of its max HP if it misses.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
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
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
50
Accuracy
100%
PP
40
Free user from hazards/bind/Leech Seed; +1 Spe.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
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
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
130
Accuracy
100%
PP
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
80
Accuracy
80%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
85%
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
40
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
10
Protects allies from multi-target moves this turn.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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