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Hitmonlee [4F]+

Discussion in 'Uploaded Analyses' started by Draco Zephyr, May 9, 2009.

  1. Draco Zephyr

    Draco Zephyr

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    THIS ANALYSIS IS DONE!

    http://www.smogon.com/dp/pokemon/hitmonlee

    [SET]
    name: Choice
    move 1: Close Combat
    move 2: Earthquake
    move 3: Stone Edge
    move 4: Mach Punch / Sucker Punch / Blaze Kick
    item: Choice Band / Choice Scarf
    ability: Limber
    nature: Adamant / Jolly
    evs: 40 HP / 252 Atk / 216 Spe

    [SET COMMENTS]
    <p>Sporting the highest base Attack out of all the Fighting-types in UU, Hitmonlee is definitely a force to be reckoned with. Quite frankly, this set has enough power to literally muscle its way past the entire tier, capable of even OHKOing Steelix with Close Combat after a Choice Band boost. Close Combat is a fabulous STAB move on Hitmonlee, scoring massive damage on anything that does not outright resist it. Earthquake complements it by trumping bulky Poison-types who can come in to sponge Close Combat. Stone Edge serves as the third move, wiping the floor with Altaria, who would otherwise wall this set. Finally, the last slot presents a choice of Mach Punch, Sucker Punch, or Blaze Kick. The former two are situational and are dependent on Hitmonlee’s item of choice (pardon the pun). Mach Punch allows Choice Band variants to bypass Hitmonlee’s mediocre Speed, whereas Sucker Punch also helps bypass Speed by striking first with more power (however, the opponent must attack). Blaze Kick is the preferred option if running Choice Scarf, catching bulky Grass / Poison hybrids like Venusaur for super effective damage.</p>

    <p>The choice between Choice Band or Choice Scarf is Hitmonlee’s largest dilemma. Choice Band grants Hitmonlee unimaginable power, its Attack stat ultimately capping at an amazing 558 with an Adamant nature. This, coupled with STAB Close Combat and three other high-power physical moves to back it up, makes Hitmonlee one of the most dangerous physical sweepers in UU. Choice Scarf, on the other hand, compensates for Hitmonlee’s mediocre Speed, allowing it to gain some much-needed leverage on foes such as Sceptile and Crobat. 216 Speed EVs generate 396 Speed with an Adamant nature, outspeeding all of UU (with the exception of Electrode, which can't be outsped even with max Speed, Adamant). With a Jolly nature, Hitmonlee’s Speed climbs to 435, outpacing even fellow Scarfed Pokemon. When using Choice Scarf, Hitmonlee has no need to use priority attacks, freeing up a slot for Blaze Kick. If using Choice Band, however, bump up the Speed EVs to 252.</p>

    <p>Hitmonlee, while wielding a huge amount of power, often runs into walls early when faced with foes such as Slowbro, Claydol, Uxie, and such. It also detests Ghost-type Pokemon switching into Close Combat, like Mismagius. Thus, Spiritomb serves as the perfect partner for Hitmonlee. Claydol is virtually helpless against Spiritomb (both Explosion and Psychic are rendered useless); Uxie fails to sufficiently damage it in any way; and Slowbro can be used as set-up fodder. Additionally, all three can be picked off by Spiritomb's STAB Pursuit or Sucker Punch. Mismagius doesn’t stand a chance against Spiritomb either; it is bulky enough to withstand hits from Calm Mind-boosted attacks and can destroy it with the aforementioned STAB Dark moves. Using the same strategy, any other Ghost-types eager to come in on Close Combat can be dispatched by Spiritomb. Weezing is a huge annoyance to this set, however, and is something Spiritomb cannot deal with (besides postponing the inevitable with Taunt). Houndoom can come in on Will-O-Wisp from Weezing anytime and destroy it with Flash Fire STAB moves. Its STAB Dark moves also deal with Uxie and friends, helping clear the way for Hitmonlee.</p>

    [SET]
    name: Life Orb
    move 1: Close Combat
    move 2: Mach Punch
    move 3: Earthquake
    move 4: Stone Edge / Sucker Punch
    item: Life Orb
    ability: Limber
    nature: Adamant / Jolly
    evs: 4 HP / 252 Atk / 252 Spe

    [SET COMMENTS]
    <p>One of the major drawbacks of the Choice set is that it locks Hitmonlee into a single move, making it susceptible to Ghosts switching in on Close Combat, Flying-types switching in on Earthquake, etc. Sticking a Life Orb on the kicking fiend remedies this problem, dealing 10% recoil to Hitmonlee every turn and losing some of its damage output, but coming with the priceless ability to switch moves. Once again, Close Combat is the core move on this set, providing a solid STAB with a very high base power. Mach Punch can pick off weakened Pokemon easily, and helps compensate for Hitmonlee's average Speed. Earthquake hits bulky Poison-types who would otherwise wall this set. In the last slot, Stone Edge provides a means to reliably damage Altaria, as well as bulkier Psychic-types like Hypno and Grumpig. Sucker Punch sacrifices coverage on Flying-types, but allows for a much more reliable way of checking Psychic-types. Bulk Up can also be used over Stone Edge in the last slot, but the Defense boost will likely become redundant due to Close Combat. </p>

    <p>This set is much more versatile than the Choice set, and can arguably pose more of a threat. Despite lacking the sheer power (and / or speed) produced by the Choice set, it is not as susceptible to prediction. Spiritomb remains Hitmonlee's most reliable partner, as it can take on Slowbro, Claydol, Uxie, Ghost-types, and other bulky Psychic-types with ease. Weezing is a real pain to this set, blocking Hitmonlee's path to a successful sweep. It can burn Hitmonlee with Will-O-Wisp, rendering it useless, and can then proceed to whittle its health down until it faints. To avoid this scenario, Hitmonlee can team up with Houndoom, who serves as a great partner against Weezing. Will-O-Wisp activates Houndoom's Flash Fire, making it more powerful and capable of easily OHKOing Weezing. Houndoom also absorbs Psychic-type attacks directed at Hitmonlee, and can clear the way for Hitmonlee to sweep.</p>

    [SET]
    name: Reversal
    move 1: Substitute / Endure
    move 2: Reversal
    move 3: Stone Edge / Earthquake
    move 4: Bulk Up / Sucker Punch
    item: Salac Berry
    ability: Limber
    nature: Jolly
    evs: 4 HP / 252 Atk / 252 Spe

    <p>This is one of the most destructive sets Hitmonlee can run, with a staggering STAB 200 BP Reversal to pound practically everything into submission. The strategy is simple - Substitute down to 1 HP to forcibly activate the Salac Berry (or Endure a potentially fatal hit), giving Hitmonlee +1 Speed. From there, Hitmonlee can proceed to launch astronomically powered Reversals, rampaging through nearly everything in its path. The choice between Earthquake and Stone Edge depends on what worries you more - Muk and friends coming to wall you, or Altaria and a host of bulkier Flying-types. While Substituting, Hitmonlee may find time to pick up a Bulk Up boost, making its Reversals even more deadly. Sucker Punch is an alternative option for smacking around Ghosts.</p>

    <p>Screen and / or entry hazard support from the likes of Claydol is beneficial to this Hitmonlee, as it is vital that Hitmonlee sets up without interference. Spiritomb should also be used to eliminate Hitmonlee's usual counters before it sets up. This variant is especially vulnerable to priority users, such as Quick Attack Scyther and Vacuum Wave Blaziken. Thus, one should travel large measures to ensure such Pokemon are eliminated when Hitmonlee begins its set-up. For this variant, Crobat serves as an excellent partner. Crobat is 4x resistant to Fighting-type priority moves (the most common in UU), and can stomach nearly all of them while retaliating with a fatal Brave Bird. The only priority move which Crobat has trouble with is Azumarill's boosted Aqua Jet, which could cause problems.</p>

    [Team Options]
    <p>Spiritomb is the all-around best partner for Hitmonlee. It easily takes care of Claydol and Slowbro, who can stop Hitmonlee in its tracks. Using STAB Dark moves, like Sucker Punch and Pursuit, it can also dispatch of Ghost-types eager to come in on Hitmonlee's Choiced Fighting moves. Bulky Psychic-types like Mesprit and Uxie are also dispatched by Spiritomb, using the great STAB combination listed above. Coupled with its great defenses and all-around bulkiness, Spiritomb is undoubtedly one of the best teammates for Hitmonlee. It has stiff competition from Houndoom, however, who can deal with Weezing, something Spiritomb cannot do very well. Houndoom absorbs both Fire and Psychic-type attacks with ease, and can blast apart many of Hitmonlee's normal counters with boosted Fire and Dark STABs. Dark Pulse from Houndoom destroys Claydol, Uxie, Mesprit, Hypno, and the like, aiding Hitmonlee greatly. If needed, Houndoom can also come in on attacks from weaker, more defensive Pokemon, although it will be difficult to pull off more than once due to Houndoom's subpar defenses. </p>

    <p>Entry hazard support is beneficial to Hitmonlee, as it makes defeating opponents such as Altaria and Crobat much easier. This can come from the likes of Roserade and Claydol, who both fare well against some of Hitmonlee's counters. As mentioned before, Claydol has several merits while Roserade can take out bulky waters hopeful to wall Hitmonlee (such as Slowbro, although it could carry STAB Psychic, which might cause a problem for Roserade). Generally, an environment with plenty of entry hazard support makes Hitmonlee's potential as a sweeper come out to the fullest.</p>

    [Other Options]
    <p>Hitmonlee possesses Rapid Spin in its arsenal, but its more defensive counterpart Hitmontop performs that duty better. It receives Focus Punch, which can be used in conjunction with Substitute, but is generally overshadowed by Close Combat.</p>

    <p>Although the ability that Hitmonlee utilizes most often is Limber, to block paralysis, its other ability, Reckless, is also very viable. Despite the fact that the only recoil move Hitmonlee learns is Double-Edge, a 144 BP move coming off Hitmonlee's Attack severely dents many of its common counters, such as Uxie. Hitmonlee can use Double-Edge on the Choice set or the Life Orb set. Additionally, Bulk Up can also be used on the Life Orb set, as it combines with Mach Punch to make a good late-game sweeper that can actually take a hit. However, the defense drop from Close Combat (Hitmonlee's primary move) usually puts a damper on Bulk Up.</p>

    [EVs]
    <p>On the Choice set, 216 EVs provide for 396 Speed with Choice Scarf, outpacing all of UU. They should be upped to 252 if running Choice Band, though. On all other sets, maximize Speed and Attack.</p>

    [Opinion]
    <p>Hailed as the "kicking fiend" in the anime (although, ironically, many of its core moves are based on punching, namely Close Combat, Sucker Punch, and Mach Punch) amongst many other names, Hitmonlee is one of the most intimidating forces in the UU metagame. With its 120 base Attack, good movepool, and Limber to block crippling paralysis, it's for good reason, too. All of these characteristics make it a great choice for any UU team, to (pardon the pun) add a little extra kick.</p>

    [Counters]
    <p>Claydol is the best singular counter for Hitmonlee. With its good Defense and resistance to Fighting, Ground, and Rock (the most common attack combination Hitmonlee utilizes), as well as STAB Psychic moves, Claydol can stop nearly any Hitmonlee in its tracks (barring variants with Sucker Punch). Hitmonlee won't be denting Uxie's titanic defenses anytime soon either, and will have a hard time with Sucker Punch because so many of Uxie's moves are utility. Even if Sucker Punch does land a hit, it will never OHKO Uxie. This allows Uxie to freely set-up in Hitmonlee's face, forcing a switch. Slowbro is also near-perfect as a counter, sporting great Defense and a resistance to Fighting. Weezing follows close behind, also resisting the same Fighting / Ground / Rock combination as Claydol, but minus Rock. As a bonus, Weezing can burn Hitmonlee to render it useless. Scyther can outspeed it and OHKO with Aerial Ace, and Altaria can use Outrage to make it bite the dust. They risk a large hit upon entry, though, so they must be wary. Non-Scarfed versions of Hitmonlee are also easily revenge-killed by the likes of Magmortar, Crobat, and Charizard. More frail Pokemon such as Swellow and Scyther cannot risk taking a hit upon entry, but can comfortably dispatch of it once safely in.</p>
  2. Heysup

    Heysup Monsters are dangerous and kings are dying like flies.
    is a Tiering Contributoris a Contributor to Smogonis a Forum Moderator Alumnus

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    Couple quick things:

    -EVs look like this X HP / Y Atk / Z Spe, you have HP last.

    -Sucker Punch needs to go on the LO set

    -Bulk Up is needed on the reversal set.

    -Talk about Reckless (its other ability iirc) in Opinion.

    -Expand Team Options / Counters a shit-ton. Read Blue Kirby's post for a guide on how to write Team options, there should be at LEAST 4-5 Paragraphs there. You are also missing a ton if partners and counters. Slowbro, Slowking, Uxie, Mesprit etc. counter it nearly flawlessly. While Charizard and Crobat, etc. can easily revenge kill. Even Pokemon such as Swellow and Shaymin can revenge kill it with ease. You need to list Pokemon who can KO these counters, (Shaymin is a big one, Rock-types to hit Crobat..etc).

    I'll leave the grammar to people who are actually good at it -_-
  3. Imp

    Imp

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    Nice puns. :pimp:

  4. Blazebat

    Blazebat

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    On the choice set it should read
    evs: 40 HP / 252 Atk / 216 Spe

    you have,
    evs: 40 HP / 252 Atk / 252 Spe

    which is impossible.
  5. Imp

    Imp

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    Added to my peer edit - good catch.

    Not sure if he meant 252 Spe for the Banded version and 216 Spe for the Scarfed version, though.
  6. Draco Zephyr

    Draco Zephyr

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    Right, made all changes.

    @HeYsUp - I'll try to expand the Counters + Team Options more, I added some stuff already. Hitmonlee only gets one move that can be used with Reckless (Double Edge) so I don't think it's worth much of a mention, though.

    @Imp - That's what I meant (252 Spe for Band and 216 for Scarf) so I'll write it in the paragraph. Thanks for the check btw. =D
  7. Lord Blood

    Lord Blood

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    [EVs]
    <p>On the Choice set, 216 EVs provide for 396 Speed with Choice Scarf, outpacing all of UU. They should be upped to 252 if running Choice Band, though. On all other sets, maximize Speed and Special Attack.</p>


    Minor nitpick but I think you meant maximize Speed and Attack.
  8. Colonel M

    Colonel M JESUS BIRD HAS RETURNED
    is a Forum Moderator Alumnusis a Contributor Alumnus

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    Actually Sucker Punch isn't a punch. It's like a "feint"-type of move, and it can easily use it's legs to surprise the opponent. Also, Close Combat isn't exactly a punching move either. Think: Starraptor.
  9. cim

    cim happiness is such hard work
    is a Smogon Media Contributor Alumnus

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    I stopped reading here. If you can't even look this up how can people expect the rest of your analysis to make sense?

    Figures the first set isn't even the deadliest Life Orb set.

    Being a dick about the attack stat aside you clearly copied and pasted bits of the old analysis. Claydol being the number one counter for Hitmonlee? Really? What about Uxie?
  10. Lee

    Lee @ Thick Club
    is a Team Rater Alumnusis a Forum Moderator Alumnus

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    Er Chris...Hitmonlee does have the (joint) highest base Atk of all the Fighting types in UU (Gallade is BL and Medicham's base Atk is 60 if that's who you were getting at).
  11. Kaxtar

    Kaxtar

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    It does not outspeed Electrode, so you might want to make mention of that. I know it's very nitpicky, but we want to be as accurate as possible.

    You could change it to

  12. Colloquy

    Colloquy

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    Might want to mention Bulk Up set in the LO set comments or the Other Options, opposed to just the Reversal set. With Bulk Up and Mach Punch, it's a powerful late game sweeper that can take a hit well. Also, Hitmonlee with Reckless, as demonstrated here, can be quite a threat. It allows Hitmonlee to take down nearly all of its counters, like Claydol and Weezing.
  13. Draco Zephyr

    Draco Zephyr

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    @Lord Blood - Fixed.

    @Colonel M - Well, I never really thought Staraptor should learn CC anyways. Let's just say most things that learn CC have hands (and, when used in DP, the move looks like a series of punches).

    @Chris is me - Stressed Uxie's role as a counter.

    @Kaxtar - Fixed, added in the Electrode mention.

    @Katherine - Added all your suggestions in OO.

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