RU Hitmonchan

boltsandbombers

i'm sorry mr. man
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Taken over from Magnemite

This thing is just barely RU, and someone has to do an analysis for it, might as well :P
QC: Spirit, Molk, EonX
GP: Frenzyplant, GatoDelFuego


Overview
########

Hitmonchan is a very mediocre Fighting-type and Rapid Spin user in the RU metagame due to its inability to handle most Ghost-types and its only average Attack stat. Hitmonchan is outclassed by almost all other Fighting-types including Hitmonlee, Hitmontop, Gallade, Sawk, and Gurdurr. The first two have ways to handle Ghost-types in Knock Off and Foresight respectively, and Gurdurr has more bulk and power with the use of Eviolite. Sawk and Gallade also have access to Ice Punch as well as Knock Off. Hitmonchan has a very high Special Defense stat, even higher than its Attack, but it lacks any good resistances to make use of it. However, Hitmonchan has some niches over Hitmonlee, such as its access to the elemental punches, in particular Ice Punch to hit Gligar. Iron Fist is also a pretty good ability, giving a decent boost in power to Hitmonchan's punching moves. Despite this niche, Hitmonchan is still horribly outclassed, and you should consider other options when building a team.

DON'T USE HITMONCHAN
########
name: DON'T USE HITMONCHAN
move 1: Rapid Spin
move 2: Drain Punch
move 3: Ice Punch
move 4: Fire Punch
ability: Iron Fist
item: Life Orb
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant

Moves
========

Rapid Spin is the only reason to use Hitmonchan, clearing entry hazards from your side of the field. However, Hitmonchan greatly struggles to touch most Ghost-types. Drain Punch is a decently powerful STAB move that provides recovery. Ice Punch provides great coverage, hitting Pokemon such as Gligar and Amoonguss for hefty damage. Fire Punch is used to smack Doublade, but it cannot 2HKO Doublade unless Doublade has had its Eviolite removed. Mach Punch can be used as a form of priority to hit the likes of Sharpedo and Cinccino. Thunder Punch is a decent option to target bulky Water-types such as Slowking and Alomomola.

Set Details
========

An Adamant nature and maximum Attack investment is used to hit as hard as possible. An Adamant nature is used because Hitmonchan doesn't outspeed anything significant with a Jolly nature. Maximum Speed investment is used to outspeed as much as possible. Iron Fist is Hitmonchan's best ability, giving a 20% boost to its punching moves. Life Orb is used for a significant increase in power.

Usage Tips
========

Drain Punch is generally the best move to go for, as it hits fairly hard with the Iron Fist boost, and most switch-ins to Fighting-type are generally outsped and can be hit by the appropriate coverage move. Use Rapid Spin if entry hazards need to be cleared from the field for a Flying- or Fire-type teammate such as Fletchinder or Moltres. However, if the opponent has a Ghost-type, using Rapid Spin is a waste of time.

Team Options
========

Fire- and Flying-types such as Moltres and Braviary have good synergy with Hitmonchan and appreciate the Rapid Spin support. Steel-types such as Escavalier and Doublade are helpful to switch into Flying-, Fairy-, and Psychic-type attacks. Stealth Rock support from the likes of Rhyperior and Druddigon is useful to wear down the opponent's switch-ins. For example, Hitmonchan 2HKOes Rhyperior with Drain Punch after Stealth Rock damage. Knock Off and Pursuit support from the likes of Shiftry and Escavalier is greatly appreciated to handle the Ghost-types that Hitmonchan has trouble with.

Other Options
########

Your best other option over Hitmonchan is any other Fighting-type in the tier. Assault Vest can be used for some added Special Defense, but the lack of power is unwelcome. Close Combat is an option, but the recovery of Drain Punch is more useful. A specially based set with moves such as Focus Blast, Vacuum Wave, and Hidden Power Dark is an option. Lastly, Earthquake can be used over Fire Punch to 2HKO Doublade with some prior damage, but generally isn't worth it otherwise.

Checks & Counters
########

**Ghost-types**: Spiritomb, Banette, and Doublade can all take the majority of Hitmonchan's attacks and cripple it with a burn or KO it in return. Doublade is only 2HKOed by Fire Punch if it has lost its Eviolite.

**Bulky Water-types**: Pelipper and Alomomola are bulky enough to take Hitmonchan's hits bar Thunder Punch and stall it out with status, while Slowking can take most of its attacks and KO with Psyshock.

**Psychic-types**: Delphox, Meloetta, and Reuniclus all threaten to KO Hitmonchan with a STAB Psychic-type move.

**Faster Threats**: Meloetta, Drapion, and Durant all outspeed Hitmonchan and threaten to KO it with a powerful STAB move.

**Flying-types**: Moltres, Fletchinder, Braviary, and Golbat all resist Hitmonchan's STAB moves and threaten to KO it. However, some have to be wary of the elemental punches.
 
Last edited:

Molk

Godlike Usmash
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Even so, the analysis should definitely reflect that Hitmonchan *still* isn't a very good option, even w/ that set :x.
 
I basically think the former 4 Ghost-types in C&C, could just be renamed to Ghost-types, with examples of these Pokemon,

Also, change your prefix.
 
You really need to mention how bad this thing is. Mention in every section that it is bad, and you should really be using something else.

Molk in OO, can we put "Use a different Fighting Type" and list Hitmonlee/Top, Sawk, Emboar, and Gallade?
 

EonX

Battle Soul
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
  • Change Hitmonchan to Hitmontop when mentioning other Fighting-types in the Overview
  • In the Overview, note that Hitmonchan also has to deal with Gallade and Sawk, both of which have access to Ice Punch (the main reason you'd use Chan over Lee) AND Knock Off
  • Put Ice Punch as move 3 and Fire Punch as move 4 to correspond with the order in which you mention them in the Moves section
Do this and (only because I'm forced to this for an RU by usage mon) QC Approved 3/3
 

frenzyplant

Inertia is a property of matter.
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
1/2 :)

add remove (comments)

Overview
########

Hitmonchan is a very mediocre Fighting-type and Rapid Spin user in the RU metagame due to its inability to damage handle most Ghost-types and its only average Attack stat. Hitmonchan is outclassed by almost all other Fighting-types, including such as Hitmonlee, Hitmontop, Gallade, Sawk, and Gurdurr. The first two have ways to handle Ghost-types in with Knock Off and Foresight respectively, and Gurdurr has more bulk and power with the use of Eviolite. Sawk and Gallade also have access to Ice Punch as well as Knock Off. Hitmonchan also has a very high Special Defense stat, even higher than its Attack, but it lacks any good resistances to make use of it. However, Hitmonchan has some niches over Hitmonlee, (comma) such as its access to the elemental punches, in particular Ice Punch to hit Gligar. Iron Fist is also a pretty good ability, (comma) giving a decent boost in power to Hitmonchan's attacks.

DON'T USE HITMONCHAN
########
name: DON'T USE HITMONCHAN
move 1: Rapid Spin
move 2: Drain Punch
move 3: Ice Punch
move 4: Fire Punch
ability: Iron Fist
item: Life Orb
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant

Moves
========

Rapid Spin is the only reason to use Hitmonchan, and it clears entry hazards from your side of the field. However, Hitmonchan greatly struggles to touch most Ghost-types. Drain Punch is a decently powerful STAB move that provides some form of recovery. Ice Punch provides great coverage, hitting Pokemon such as Gligar and Amoonguss for hefty damage. Fire Punch is used to smack Doublade, but it cannot 2HKO Doublade unless it has its Eviolite removed. Mach Punch can be used as a form of priority to hit the likes of Sharpedo and Cinccino. Thunder Punch is a decent option to target bulky Water-types such as Slowking and Alomomola.

Set Details
========

An Adamant nature and maximum Attack investment is used to hit as hard as possible. (*) Maximum Speed investment is used to outspeed as much as possible. An Adamant nature is used over a Jolly nature because with a Jolly nature Hitmonchan doesn't outspeed anything significant. (move one sentence back, to *) Iron Fist is Hitmonchan's best ability, giving a 20% boost to its punching moves. Life Orb is used for a significant increase in power.

Usage Tips
========

Drain Punch is generally the best move to go for, as it hits fairly hard with the Iron Fist boost, (comma) and most Fighting-type switch-ins (dash) to Fighting-types are generally outsped and can be hit by the appropriate coverage move. Use Rapid Spin if entry hazards need to be cleared from the field for a Flying- or Fire-type teammate such as Fletchinder or Moltres. However, if the opponent has a Ghost-type, using Rapid Spin before removing it the Ghost-type is a waste of time.

Team Options
========

Fire- and Flying-types such as Moltres and Braviary have good synergy with Hitmonchan and appreciate the Rapid Spin support. Steel-types such as Escavalier and Doublade are helpful to switch into on Flying-, Fairy-, and Psychic-type attacks. Stealth Rock support from the likes of Rhyperior and Druddigon is useful to wear down the opponent's switches ins, such as guaranteeing the 2HKO on Rhyperior with Drain Punch after Stealth Rock damage. Knock Off and Pursuit support from the likes of Shiftry and Escavalier is greatly appreciated to handle the Ghost-types that Hitmonchan cannot touch.

Other Options
########

Your best other option over Hitmonchan is any other Fighting-type in the tier. Assault Vest can be used for some added Special Defense, but the lack of power is significant. Close Combat is an option, but the recovery of Drain Punch is more useful. A specially based set with moves such as Focus Blast, Vacuum Wave, and Hidden Power Dark is an option. Lastly, Earthquake can be used over Fire Punch to 2HKO Doublade with some prior damage, but generally isn't worth it otherwise.

Checks & Counters
########

**Ghost-types**: Spiritomb, Banette, and Doublade can all take the majority of Hitmonchan's attacks (which isnt saying much) and cripple it with a burn or KO it in return. Doublade is only 2HKOed by Fire Punch if it has lost its Eviolite.

**Bulky Water-types**: Slowking, Pelipper, and Alomomola are bulky enough to take Hitmonchan's hits and stall it out with status or KO with Psyshock.

**Psychic-types**: Delphox, Meloetta, and Reuniclus all threaten to KO Hitmonchan with a STAB Psychic-type move.

**Faster threats**: Meloetta, Drapion, and Durant all outspeed Hitmonchan and threaten to KO it with a powerful STAB move.

**Flying-types**: Moltres, Fletchinder, Braviary, and Golbat all resist Hitmonchan's STAB moves and threaten to KO it. However, some have to be wary of the elemental punches.
 

tehy

Banned deucer.
Amcheck

Some subjective stuff, feel free to ask

Overview
########

Hitmonchan is a very mediocre Fighting-type and Rapid Spin user in the RU metagame, due to its inability to handle most Ghost-types and its only average Attack stat. Hitmonchan is outclassed by almost all other Fighting-types, including Hitmonlee, Hitmontop, Gallade, Sawk, and Gurdurr. The first two havre better Rapid Spinners with ways to handle Ghost-types in Knock Off and Foresight, respectively,

Key to note they compete via rapid spin, yes i know a lot of people know that, but not everyone. And, key point here, most knowledgeable people know hitmonchan sucks mega ass anyhow!


and Gurdurr has both more bulkpower, and pmowrer bulk with the use of Eviolite.

The wording of this sentence implied Eviolite gave it more power, so i changed that since, duh.

Sawk and Gallade also have access to Ice Punch, as well as Knock Off, and are much stronger than Hitmonchan.

This one is not strictly necessary, but i see no reason not to include it. This is clearly a subjective change i.e. your choice


Hitmonchan has a very high Special Defense stat, even higher than its Attack,

Who cares how high the two stats are, respectively? That's a really small and irrelevant piece of information.

but it lacks any good resistances to make use of it. However, Hitmonchan has some niches over Hitmonlee, such as it's access to the elemental punches, in particular

Hitmonlee has Blaze Kick, so fire punch is just more accurate. (Stronger, but hitmonlee's higher Attack means more than 5 BP.)

As for Thunder Punch, that's a moves option, so Hitmonlee can just use Stone Edge. At this point, Knock Off, Hi Jump Kick, and Stone Edge are hitting everything harder except for water/flying types. Plus, hitmonchan either has to give up its Stab move, its greatest niche in ice punch, its only way to semi-beat doublade in fire punch, or, god forbid, rapid spin, in order to even use Thunder Punch.

In short, only Ice Punch is really noteworthy-no need to say "elemental punches".

Ice Punch, to hit Gligar. Iron Fist is also a pretty good ability, giving a decent boost in power to Hitmonchan's punching moves.

DON'T USE HITMONCHAN
########
name: DON'T USE HITMONCHAN
move 1: Rapid Spin
move 2: Drain Punch
move 3: Ice Punch
move 4: Fire Punch
ability: Iron Fist
item: Life Orb
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant

Moves
========

Rapid Spin is the only reason to use Hitmonchan, and it clears entry hazards from your side of the field. However, Hitmonchan greatly struggles to touch most Ghost-types. Drain Punch is a decently powerful STAB move that provides recovery., while Ice Punch provides great coverage, hittings

This was more subjective tbh, i felt like it didn't really.

Pokemon such as Gligar and Amoonguss for hefty damage. and Fire Punch is used to smacks Doublade, bthoutgh Hitmonchan cannot 2HKO Doublade unless it has its Eviolite removed.

Doublade w/out eviolite is a fairly rare situation since it dislikes knock off; plus, knock off probably did a lot of damage in the process, so people could probably figure out a 2hitko from there. yes, i saw that a qc said this sentence, i don't believe he wanted it as a mention of anything except "you can't 2hitko doublade." (I guess it could be Tricked a choice item, but most pokemon that can do this aren't pokemon doublade wants to switch in on.)

Mach Punch can be used as a form of priority to hit the likes of Sharpedo and Cinccino. Thunder pPunch is a decent option to target bulky Water-types such as Slowking and Alomomola.

Set Details
========

An Adamant nature and maximum Attack investment is used to hit as hard as possible. An Adamant nature is used over a Jolly nature, because with a Jolly nature

Just fluff.

Hitmonchan doesn't outspeed anything significant. Maximum Speed investment is used to outspeed as much as possible. Iron Fist is Hitmonchan's best ability, giving a 20% boost to its punching moves., and Life Orb is used for a significant increase in power.

Usage Tips
========

Drain Punch is generally the best move to go for, as it hits fairly hard with the Iron Fist boost, and most switch-ins to Fighting-type moves

Switch-ins to fighting-type? Not correct english, needed something done to it.

are generally outsped and can be hit by the appropriate coverage move. Use Rapid Spin if entry hazards need to be cleared from the field for a Flying- or Fire-type teammate such as Fletchinder or Moltres. However, if the opponent has a Ghost-type, using Rapid Spin before removing the Ghost-type is a waste of time.

Team Options
========

Fire- and Flying-types such as Moltres and Braviary have good synergy with Hitmonchan and appreciate the Rapid Spin support. Steel-types such as Escavalier and Doublade are helpful to switch into Flying-, Fairy-, and Psychic-type attacks. Stealth Rock support from the likes of Rhyperior and Druddigon is useful to wear down the opponent's switches, such as guaranteeing the 2HKO on Rhyperior with Drain Punch after Stealth Rock damage.

You just mentioned stealth rock support, so this is highly redundant

Knock Off and Pursuit support from the likes of Shiftry and Escavalier is greatly appreciated to handle the Ghost-types that Hitmonchan cannot touch.

Other Options
########

Your best other option over

Over counteracts the entire meaning of this sentence. As you wrote it, this isn't even a knock on hitmonchan, which it's clearly supposed to be.


Hitmonchan is any other Fighting-type in the tier. Assault Vest can be used for some added Special Defense, but the lack of power is significant. Close Combat is an option, but the recovery of Drain Punch is more useful. A specially based set with moves such as Focus Blast, Vacuum Wave, and Hidden Power Dark is an option. Lastly, Earthquake can be used over Fire Punch to 2HKO Doublade with some prior damage, but generally isn't worth it otherwise.

Checks & Counters
########

**Ghost-types**: Spiritomb, Banette, and Doublade can all take the majority of Hitmonchan's attacks and cripple it with a burn or KO it in return. Doublade is only 2HKOed by Fire Punch if it has lost its Eviolite.

**Bulky Water-types**: Slowking, Pelipper, and Alomomola are bulky enough to take Hitmonchan's hits and stall it out with status or KO with Psyshock.

Pelipper can ko with flying stab and i bet alomomola waterfall does a ton, so i felt it was best to go vague at the end there.

**Psychic-types**: Delphox, Meloetta, and Reuniclus all threaten to OHKO Hitmonchan with a stabSTAB Psychic-type move and can easily switch in.

Tbh i forgot meloetta can't do so, but worth noting delphox and clus totally can.

**Faster threats**: Meloetta, Drapion, and Durant all outspeed Hitmonchan and threaten to KO it with a powerful STAB move, though they may have trouble switching in.

I mean, durant just dies to fire punch

**Flying-types**: Moltres, Fletchinder, Braviary, and Golbat all resist Hitmonchan's STAB moves and threaten to KO it. However, all of these but Momltres have to be wary of the elemental punches.

Why go coy and say "most"? It's really just all but moltres. (Oh, but... tpunch! Except you either cant touch steels or outclassed by stone edge hitmonlee.)
 
Last edited:

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
Amcheck

Some subjective stuff, feel free to ask

Overview
########

Hitmonchan is a very mediocre Fighting-type and Rapid Spin user in the RU metagame, due to its inability to handle most Ghost-types and its only average Attack stat. Hitmonchan is outclassed by almost all other Fighting-types, including Hitmonlee, Hitmontop, Gallade, Sawk, and Gurdurr. The first two havre better Rapid Spinners with ways to handle Ghost-types in Knock Off and Foresight, respectively, and Gurdurr has both more bulkpower, and pmowrer bulk with the use of Eviolite. Sawk and Gallade also have access to Ice Punch, as well as Knock Off, and are much stronger than Hitmonchan. Hitmonchan has a very high Special Defense stat, even higher than its Attack, but it lacks any good resistances to make use of it. However, Hitmonchan has some niches over Hitmonlee, such as it's access to the elemental punches, in particular Ice Punch, to hit Gligar. Iron Fist is also a pretty good ability, giving a decent boost in power to Hitmonchan's punching moves.

DON'T USE HITMONCHAN
########
name: DON'T USE HITMONCHAN
move 1: Rapid Spin
move 2: Drain Punch
move 3: Ice Punch
move 4: Fire Punch
ability: Iron Fist
item: Life Orb
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant

Moves
========

Rapid Spin is the only reason to use Hitmonchan, and it clears entry hazards from your side of the field. However, Hitmonchan greatly struggles to touch most Ghost-types. Drain Punch is a decently powerful STAB move that provides recovery., while Ice Punch provides great coverage, hittings Pokemon such as Gligar and Amoonguss for hefty damage. and Fire Punch is used to smacks Doublade, bthoutgh Hitmonchan cannot 2HKO Doublade unless it has its Eviolite removed. Mach Punch can be used as a form of priority to hit the likes of Sharpedo and Cinccino. Thunder pPunch is a decent option to target bulky Water-types such as Slowking and Alomomola.

Set Details
========

An Adamant nature and maximum Attack investment is used to hit as hard as possible. An Adamant nature is used over a Jolly nature, because with a Jolly nature Hitmonchan doesn't outspeed anything significant. Maximum Speed investment is used to outspeed as much as possible. Iron Fist is Hitmonchan's best ability, giving a 20% boost to its punching moves., and Life Orb is used for a significant increase in power.

Usage Tips
========

Drain Punch is generally the best move to go for, as it hits fairly hard with the Iron Fist boost, and most switch-ins to Fighting-type moves are generally outsped and can be hit by the appropriate coverage move. Use Rapid Spin if entry hazards need to be cleared from the field for a Flying- or Fire-type teammate such as Fletchinder or Moltres. However, if the opponent has a Ghost-type, using Rapid Spin before removing the Ghost-type is a waste of time.

Team Options
========

Fire- and Flying-types such as Moltres and Braviary have good synergy with Hitmonchan and appreciate the Rapid Spin support. Steel-types such as Escavalier and Doublade are helpful to switch into Flying-, Fairy-, and Psychic-type attacks. Stealth Rock support from the likes of Rhyperior and Druddigon is useful to wear down the opponent's switches, such as guaranteeing the 2HKO on Rhyperior with Drain Punch after Stealth Rock damage. Knock Off and Pursuit support from the likes of Shiftry and Escavalier is greatly appreciated to handle the Ghost-types that Hitmonchan cannot touch.

Other Options
########

Your best other option over Hitmonchan is any other Fighting-type in the tier. Assault Vest can be used for some added Special Defense, but the lack of power is significant. Close Combat is an option, but the recovery of Drain Punch is more useful. A specially based set with moves such as Focus Blast, Vacuum Wave, and Hidden Power Dark is an option. Lastly, Earthquake can be used over Fire Punch to 2HKO Doublade with some prior damage, but generally isn't worth it otherwise.

Checks & Counters
########

**Ghost-types**: Spiritomb, Banette, and Doublade can all take the majority of Hitmonchan's attacks and cripple it with a burn or KO it in return. Doublade is only 2HKOed by Fire Punch if it has lost its Eviolite.

**Bulky Water-types**: Slowking, Pelipper, and Alomomola are bulky enough to take Hitmonchan's hits and stall it out with status or KO with Psyshock.

**Psychic-types**: Delphox, Meloetta, and Reuniclus all threaten to OHKO Hitmonchan with a stabSTAB Psychic-type move and can easily switch in.

**Faster threats**: Meloetta, Drapion, and Durant all outspeed Hitmonchan and threaten to KO it with a powerful STAB move, though they may have trouble switching in.

**Flying-types**: Moltres, Fletchinder, Braviary, and Golbat all resist Hitmonchan's STAB moves and threaten to KO it. However, all of these but Momltres have to be wary of the elemental punches.
Not implementing. Please stop checking my analysis work, the only thing you do is bring negativity and unnecessary changes.
 
Please do not end the overview on a positive note - Hitmonchan is bad, and the analysis should reflect this. Add "However, Hitmonchan has some niches over Hitmonlee, such as it's access to the elemental punches, in particular Ice Punch to hit Gligar. Iron Fist is also a pretty good ability, giving a decent boost in power to Hitmonchan's punching moves. Despite this niche, Hitmonchan is still horribly outclassed, and consider your options over it when building a team.
 

tehy

Banned deucer.
Not implementing. Please stop checking my analysis work, the only thing you do is bring negativity and unnecessary changes.
Interesting; this is usually why i leave comments, so why don't i just do that.

The amcheck above now has in-depth explanations of every major change.

By the way... "negativity", i haven't even left comments recently, so... by negativity, you mean...what, changes?
 

tehy

Banned deucer.
Every single one of your comments is always something negative and off-putting, or just nit picking something you dont like. That's great that you added in-depth explanations, but you just wasted your time. I'm not just referring to that specific amcheck, I'm just sick of your attitude on the forums. That is all. I don't want to make this an argument or a 3 page discussion like I have seen in some other analyses, as that is just pointless and stupid.
...

How would i go about leaving "positive" comments? Do you really think i should post about stuff that's good...?

But wait, i already do- by NOT DOING ANYTHING TO IT.

Notice that i haven't left any comments. The only means of my communication are, therefore, my changes, right?

If by making a change, i'm making a negative judgement, then by not making a change, i must be making a positive judgement, yes?

Really, though, i don't care about positive/negative or personal feelings. My judgements are this:

Is it right?
Is it wrong?
Is it problematic in some way?

If something is wrong or problematic, i fix it, if it's right, i leave it alone.

Ultimately, if you make something wrong or bad (leave out important information, make untrue statements or heavily imply untrue things, write words that contribute nothing), people are going to tell you so. If you take that as 'negativity' and shut it out, whatever you make will be worse off for it. If you ignore what someone says because you 'dislike their attitude (on the forums), once again the thing you have created will be worse off for it.

If you put out a work for public consumption, it will be commented on and criticized- doubly so in a forun designed specifically around providing this kind of feedback!

I'm not going to say you should develop a thick enough skin to weather personal insults, harassment, etc. But, criticism of a work you created, from someone with a fairly deep knowledge of the subjects involved and a fairly wide body of work on said subjects? You should at least thicken your skin up enough for that, right?

When i was a child, i felt that there were many things i wasn't good enough at. So, i decided to take people's criticisms to heart, and use it to improve myself.

If you want to float in a positive bubble, fine by me. You won't improve in life and your works will be subpar, but i don't personally know you and i have the knowledge to mentally refute any incorrect claims you make in an anslysis. You're the one who will be hurt; well, and analysis readers without my knowledge (the target audience in many ways)

Oh yeah, a positive final note. Do you have any idea how many times i've edited this message-before i've even posted it? I have no doubt i'll want to edit it again at least once. Writing is hard and we all make make mistakes!
 
so im just gonna put my own amcheck here while this drama is going on
Add Remove (Comments)

Overview
########

Hitmonchan is a very mediocre Fighting-type and Rapid Spin user in the RU metagame due to its inability to handle most Ghost-types and its only average Attack stat. Hitmonchan is outclassed by almost all other Fighting-types including Hitmonlee, Hitmontop, Gallade, Sawk, and Gurdurr. The first two have ways to handle Ghost-types in Knock Off and Foresight respectively, and Gurdurr has more bulk and power with the use of Eviolite. Sawk and Gallade also have access to Ice Punch as well as Knock Off. Hitmonchan has a very high Special Defense stat, even higher than its Attack, but it lacks any good resistances to make use of it. However, Hitmonchan has some niches over Hitmonlee, such as it's access to the elemental punches, in particular Ice Punch to hit Gligar. Iron Fist is also a pretty good ability, giving a decent boost in power to Hitmonchan's punching moves. Despite this niche, Hitmonchan is still horribly outclassed, and you should consider youother options over it when building a team.

DON'T USE HITMONCHAN
########
name: DON'T USE HITMONCHAN
move 1: Rapid Spin
move 2: Drain Punch
move 3: Ice Punch
move 4: Fire Punch
ability: Iron Fist
item: Life Orb
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant

Moves
========

Rapid Spin is the only reason to use Hitmonchan, and it clearsing entry hazards from your side of the field. However, Hitmonchan greatly struggles to touch most Ghost-types. Drain Punch is a decently powerful STAB move that provides recovery. Ice Punch provides great coverage, hitting Pokemon such as Gligar and Amoonguss for hefty damage. Fire Punch is used to smack Doublade, but it cannot 2HKO Doublade unless it has its Eviolite removed. Mach Punch can be used as a form of priority to hit the likes of Sharpedo and Cinccino. Thunder pPunch is a decent option to target bulky Water-types such as Slowking and Alomomola.

Set Details
========

An Adamant nature and maximum Attack investment is used to hit as hard as possible. An Adamant nature is used over a Jolly nature because with a Jolly nature Hitmonchan doesn't outspeed anything significant with a Jolly nature.(this is kinda subjective, but I feel "over a Jolly nature because with a Jolly nature" doesnt really flow well) Maximum Speed investment is used to outspeed as much as possible. Iron Fist is Hitmonchan's best ability, giving a 20% boost to its punching moves. Life Orb is used for a significant increase in power.

Usage Tips
========

Drain Punch is generally the best move to go for, as it hits fairly hard with the Iron Fist boost, and most switch-ins to Fighting-type are generally outsped and can be hit by the appropriate coverage move. Use Rapid Spin if entry hazards need to be cleared from the field for a Flying- or Fire-type teammate such as Fletchinder or Moltres. However, if the opponent has a Ghost-type, using Rapid Spin before removing the Ghost-type is a waste of time.

Team Options
========

Fire- and Flying-types such as Moltres and Braviary have good synergy with Hitmonchan and appreciate the Rapid Spin support. Steel-types such as Escavalier and Doublade are helpful to switch into Flying-, Fairy-, and Psychic-type attacks. Stealth Rock support from the likes of Rhyperior and Druddigon is useful to wear down the opponent's switches, such as-ins. For example, Hitmonchan guaranteeings the 2HKO on Rhyperior with Drain Punch after Stealth Rock damage. Knock Off and Pursuit support from the likes of Shiftry and Escavalier is greatly appreciated to handle the Ghost-types that Hitmonchan cannot touchhas trouble with.(it can *kinda* touch Doublade)

Other Options
########

Your best other option over Hitmonchan is any other Fighting-type in the tier. Assault Vest can be used for some added Special Defense, but the lack of power is significant. Close Combat is an option, but the recovery of Drain Punch is more useful. A specially based set with moves such as Focus Blast, Vacuum Wave, and Hidden Power Dark is an option. Lastly, Earthquake can be used over Fire Punch to 2HKO Doublade with some prior damage, but generally isn't worth it otherwise.

Checks & Counters
########

**Ghost-types**: Spiritomb, Banette, and Doublade can all take the majority of Hitmonchan's attacks and cripple it with a burn or KO it in return. Doublade is only 2HKOed by Fire Punch if it has lost its Eviolite.

**Bulky Water-types**: Slowking, Pelipper, and Alomomola are bulky enough to take Hitmonchan's hits and stall it out with status or, while Slowking can take hits and KO with Psyshock.

**Psychic-types**: Delphox, Meloetta, and Reuniclus all threaten to KO Hitmonchan with a stab Psychic-type move.

**Faster threats**: Meloetta, Drapion, and Durant all outspeed Hitmonchan and threaten to KO it with a powerful STAB move.

**Flying-types**: Moltres, Fletchinder, Braviary, and Golbat all resist Hitmonchan's STAB moves and threaten to KO it. However, some have to be wary of the elemental punches.


oh and if you have any questions on the changes i made feel free to ask me :]
 
Last edited:

GatoDelFuego

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Overview
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Hitmonchan is a very mediocre Fighting-type and Rapid Spin user in the RU metagame due to its inability to handle most Ghost-types and its only average Attack stat. Hitmonchan is outclassed by almost all other Fighting-types including Hitmonlee, Hitmontop, Gallade, Sawk, and Gurdurr. The first two have ways to handle Ghost-types in Knock Off and Foresight respectively, and Gurdurr has more bulk and power with the use of Eviolite. Sawk and Gallade also have access to Ice Punch as well as Knock Off. Hitmonchan has a very high Special Defense stat, even higher than its Attack, but it lacks any good resistances to make use of it. However, Hitmonchan has some niches over Hitmonlee, such as its access to the elemental punches, in particular Ice Punch to hit Gligar. Iron Fist is also a pretty good ability, giving a decent boost in power to Hitmonchan's punching moves. Despite this niche, Hitmonchan is still horribly outclassed, and you should consider other options when building a team.

DON'T USE HITMONCHAN
########
name: DON'T USE HITMONCHAN
move 1: Rapid Spin
move 2: Drain Punch
move 3: Ice Punch
move 4: Fire Punch
ability: Iron Fist
item: Life Orb
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant

Moves
========

Rapid Spin is the only reason to use Hitmonchan, clearing entry hazards from your side of the field. However, Hitmonchan greatly struggles to touch most Ghost-types. Drain Punch is a decently powerful STAB move that provides recovery. Ice Punch provides great coverage, hitting Pokemon such as Gligar and Amoonguss for hefty damage. Fire Punch is used to smack Doublade, but it cannot 2HKO Doublade unless it Doublade has had its Eviolite removed. Mach Punch can be used as a form of priority to hit the likes of Sharpedo and Cinccino. Thunder Punch is a decent option to target bulky Water-types such as Slowking and Alomomola.

Set Details
========

An Adamant nature and maximum Attack investment is used to hit as hard as possible. An Adamant nature is used because Hitmonchan doesn't outspeed anything significant with a Jolly nature. Maximum Speed investment is used to outspeed as much as possible. Iron Fist is Hitmonchan's best ability, giving a 20% boost to its punching moves. Life Orb is used for a significant increase in power.

Usage Tips
========

Drain Punch is generally the best move to go for, as it hits fairly hard with the Iron Fist boost, and most switch-ins to Fighting-type are generally outsped and can be hit by the appropriate coverage move. Use Rapid Spin if entry hazards need to be cleared from the field for a Flying- or Fire-type teammate such as Fletchinder or Moltres. However, if the opponent has a Ghost-type, using Rapid Spin is a waste of time.

Team Options
========

Fire- and Flying-types such as Moltres and Braviary have good synergy with Hitmonchan and appreciate the Rapid Spin support. Steel-types such as Escavalier and Doublade are helpful to switch into Flying-, Fairy-, and Psychic-type attacks. Stealth Rock support from the likes of Rhyperior and Druddigon is useful to wear down the opponent's switch-ins. For example, Hitmonchan guarantees the 2HKOes on Rhyperior with Drain Punch after Stealth Rock damage. Knock Off and Pursuit support from the likes of Shiftry and Escavalier is greatly appreciated to handle the Ghost-types that Hitmonchan has trouble with.

Other Options
########

Your best other option over Hitmonchan is any other Fighting-type in the tier. Assault Vest can be used for some added Special Defense, but the lack of power is unwelcome significant. Close Combat is an option, but the recovery of Drain Punch is more useful. A specially based set with moves such as Focus Blast, Vacuum Wave, and Hidden Power Dark is an option. Lastly, Earthquake can be used over Fire Punch to 2HKO Doublade with some prior damage, but generally isn't worth it otherwise.

Checks & Counters
########

**Ghost-types**: Spiritomb, Banette, and Doublade can all take the majority of Hitmonchan's attacks and cripple it with a burn or KO it in return. Doublade is only 2HKOed by Fire Punch if it has lost its Eviolite.

**Bulky Water-types**: Pelipper and Alomomola are bulky enough to take Hitmonchan's hits and stall it out with status, while Slowking can take most of its attacks and KO with Psyshock.

**Psychic-types**: Delphox, Meloetta, and Reuniclus all threaten to KO Hitmonchan with a STAB Psychic-type move.

**Faster Threats**: Meloetta, Drapion, and Durant all outspeed Hitmonchan and threaten to KO it with a powerful STAB move.

**Flying-types**: Moltres, Fletchinder, Braviary, and Golbat all resist Hitmonchan's STAB moves and threaten to KO it. However, some have to be wary of the elemental punches.

2/2
 

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