[OVERVIEW]
High Attack combined with a decent Speed stat, powerful STAB moves, and a respectable Special Defense stat makes Hitmonchan a solid offensive threat. Iron Fist powers up most almost all of Hitmonchan's common moves, particularly STAB Mach Punch, which hits most offensive Pokemon really hard. Another big thing that sets Hitmonchan apart from other Fighting-types in the tier is Rapid Spin, letting it provide great support to its team. Hitmonchan struggles with Ghost-types like Rotom and Gourgeist-XL, though, as it doesn't learn Knock Off to hit them super effectively, having to rely on Ice Punch or Stone Edge to hit them, while pretty much all of them outspeed Hitmonchan and can get a quick Will-O-Wisp off against it.
[SET]
name: Physical Attacker
move 1: Drain Punch / Close Combat
move 2: Mach Punch
move 3: Ice Punch / Stone Edge
move 4: Rapid Spin
item: Life Orb / Fist Plate
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
Moves
==============
Drain Punch is a great reliable STAB move, getting boosted by Iron Fist and recovering HP that Hitmonchan might've lost when switching in. Close Combat can be used over Drain Punch, as it offers more damage, being able to OHKO Skuntank and most Ferroseed sets, but it doesn't recover HP and lowers both of Hitmonchan's defensive stats. Mach Punch is a great STAB priority move that can pick off weakened foes. Ice Punch and Stone Edge both provide solid coverage on lots of Pokemon that are normally able to switch in on Drain Punch, such as Mantine, Charizard and Scyther. Stone Edge also hits Rotom and Mismagius for more damage than Ice Punch. Rapid Spin is what sets Hitmonchan apart from other Fighting-types in the tier, as it gets lots of opportunities to spin away entry hazards throughout the match.
Set Details
==============
Maximum Attack and Speed investment allows Hitmonchan to hit as hard as possible. An Adamant nature is preferred over Jolly, as the important Pokemon Hitmonchan gets to outspeed with Jolly are limited to Shiftry and Kabutops, which faint to a Mach Punch anyway. Life Orb offers more damage on all of Hitmonchans attacks at the cost of 10% of Hitmonchan's HP every time it uses one. Fist Plate offers a slightly lower boost on Drain Punch and Mach Punch, but the lack of recoil increases Hitmonchan's longevity by quite a lot.
Usage Tips
==============
Hitmonchan should be used to revenge kill powerful attackers like Barbaracle and Shiftry with Mach Punch. When predicting a switch to a defensive check that Hitmonchan can hit super effectively with a coverage move, the appropiate move can be used, but Rapid Spin should be prioritized most of the times depending on the situation. If there are no entry hazards on the field to spin away and there is a hard counter to Hitmonchan such as Weezing or Mesprit on the opposing team, there is no real reason to stay in and attack it for a pathetic amount of damage, so you're better off double switching in that scenario to keep up momentum.
Team Options
==============
Hitmonchan is checked by most Psychic-types and Ghost-types such as Mesprit, Musharna, Mismagius and Rotom, which makes Pursuit trappers such as Skuntank and Liepard great partners. Charizard, Scyther, and Archeops are good teammates for Hitmonchan too, as all of them greatly benefit from Hitmonchan's ability to spin away entry hazards and beat Steel- and Rock-types. Ice-types also benefit from Hitmonchan's hazard control, as well as it dealing with Steel-types and having good matchups versus most of the Fire-types in the tier.
[STRATEGY COMMENTS]
Other Options
==============
One of the most popular sets for Hitmonchan outside of the regular one is Assault Vest, with an EV spread of 128 HP / 252 Atk / 132 Spe and an Adamant nature, which can be used as a check to loads of special attackers like Pyroar, Magmortar, and Shell Smash Omastar. This set gives Hitmonchan significantly more special bulk and way more opportunities to spin away entry hazards, but it comes at the cost of power due to the lack of a boosting item. High Jump Kick can be used over Close Combat, as it doesn't lower Hitmonchan's defenses after being used. However, this move is really risky and usually not worth the risk of losing 50% HP after missing, targeting a Ghost-type, or being blocked by Protect. Thunder Punch and Earthquake can be used to hit different checks to Hitmonchan, although Earthquake has very specific Pokemon it aims to hit and leaves Hitmonchan completely countered by Ghost-types, as the relevant ones have access to Levitate. Foresight can be used over either Mach Punch or Ice Punch to catch Ghost-types on the switch in order to spin away entry hazards on them or hit them hard with Drain Punch. A Lum Berry works well with the move, as most Ghost-types will try to burn Hitmonchan as they get identified with Foresight, letting Hitmonchan OHKO both Mismagius and offensive Rotom.
Checks and Counters
==============
**Ghost-types**: Hitmonchan doesn't have a solid way to touch Ghost-types, getting spinblocked by them and getting crippled by Will-O-Wisp, which all of the relevant Ghost-types tend to run.
**Bulky Psychic-types**: Mesprit, Musharna and Grumpig can easily take multiple hits from Hitmonchan and proceed to either set up on it or KO it with a STAB attack.
**Fairy-types**: Mega Audino and Clefairy can easily switch into Hitmonchan and can set up on it or pass Wish to teammates.
**Poison-types**: Garbodor and Weezing take very little damage from anything Hitmonchan throws at them, giving them a free turn to set up Toxic Spikes. Garbodor also punishes Rapid Spin with Rocky Helmet and Aftermath damage.
**Fast Flying-types**: Charizard and Scyther, while both can be lured by Stone Edge, are normally pretty safe switch-ins to Hitmonchan as long as Stealth Rock is not on the field. They can then proceed to OHKO Hitmonchan with Acrobatics or Aerial Ace, respectively.
High Attack combined with a decent Speed stat, powerful STAB moves, and a respectable Special Defense stat makes Hitmonchan a solid offensive threat. Iron Fist powers up most almost all of Hitmonchan's common moves, particularly STAB Mach Punch, which hits most offensive Pokemon really hard. Another big thing that sets Hitmonchan apart from other Fighting-types in the tier is Rapid Spin, letting it provide great support to its team. Hitmonchan struggles with Ghost-types like Rotom and Gourgeist-XL, though, as it doesn't learn Knock Off to hit them super effectively, having to rely on Ice Punch or Stone Edge to hit them, while pretty much all of them outspeed Hitmonchan and can get a quick Will-O-Wisp off against it.
[SET]
name: Physical Attacker
move 1: Drain Punch / Close Combat
move 2: Mach Punch
move 3: Ice Punch / Stone Edge
move 4: Rapid Spin
item: Life Orb / Fist Plate
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
Moves
==============
Drain Punch is a great reliable STAB move, getting boosted by Iron Fist and recovering HP that Hitmonchan might've lost when switching in. Close Combat can be used over Drain Punch, as it offers more damage, being able to OHKO Skuntank and most Ferroseed sets, but it doesn't recover HP and lowers both of Hitmonchan's defensive stats. Mach Punch is a great STAB priority move that can pick off weakened foes. Ice Punch and Stone Edge both provide solid coverage on lots of Pokemon that are normally able to switch in on Drain Punch, such as Mantine, Charizard and Scyther. Stone Edge also hits Rotom and Mismagius for more damage than Ice Punch. Rapid Spin is what sets Hitmonchan apart from other Fighting-types in the tier, as it gets lots of opportunities to spin away entry hazards throughout the match.
Set Details
==============
Maximum Attack and Speed investment allows Hitmonchan to hit as hard as possible. An Adamant nature is preferred over Jolly, as the important Pokemon Hitmonchan gets to outspeed with Jolly are limited to Shiftry and Kabutops, which faint to a Mach Punch anyway. Life Orb offers more damage on all of Hitmonchans attacks at the cost of 10% of Hitmonchan's HP every time it uses one. Fist Plate offers a slightly lower boost on Drain Punch and Mach Punch, but the lack of recoil increases Hitmonchan's longevity by quite a lot.
Usage Tips
==============
Hitmonchan should be used to revenge kill powerful attackers like Barbaracle and Shiftry with Mach Punch. When predicting a switch to a defensive check that Hitmonchan can hit super effectively with a coverage move, the appropiate move can be used, but Rapid Spin should be prioritized most of the times depending on the situation. If there are no entry hazards on the field to spin away and there is a hard counter to Hitmonchan such as Weezing or Mesprit on the opposing team, there is no real reason to stay in and attack it for a pathetic amount of damage, so you're better off double switching in that scenario to keep up momentum.
Team Options
==============
Hitmonchan is checked by most Psychic-types and Ghost-types such as Mesprit, Musharna, Mismagius and Rotom, which makes Pursuit trappers such as Skuntank and Liepard great partners. Charizard, Scyther, and Archeops are good teammates for Hitmonchan too, as all of them greatly benefit from Hitmonchan's ability to spin away entry hazards and beat Steel- and Rock-types. Ice-types also benefit from Hitmonchan's hazard control, as well as it dealing with Steel-types and having good matchups versus most of the Fire-types in the tier.
[STRATEGY COMMENTS]
Other Options
==============
One of the most popular sets for Hitmonchan outside of the regular one is Assault Vest, with an EV spread of 128 HP / 252 Atk / 132 Spe and an Adamant nature, which can be used as a check to loads of special attackers like Pyroar, Magmortar, and Shell Smash Omastar. This set gives Hitmonchan significantly more special bulk and way more opportunities to spin away entry hazards, but it comes at the cost of power due to the lack of a boosting item. High Jump Kick can be used over Close Combat, as it doesn't lower Hitmonchan's defenses after being used. However, this move is really risky and usually not worth the risk of losing 50% HP after missing, targeting a Ghost-type, or being blocked by Protect. Thunder Punch and Earthquake can be used to hit different checks to Hitmonchan, although Earthquake has very specific Pokemon it aims to hit and leaves Hitmonchan completely countered by Ghost-types, as the relevant ones have access to Levitate. Foresight can be used over either Mach Punch or Ice Punch to catch Ghost-types on the switch in order to spin away entry hazards on them or hit them hard with Drain Punch. A Lum Berry works well with the move, as most Ghost-types will try to burn Hitmonchan as they get identified with Foresight, letting Hitmonchan OHKO both Mismagius and offensive Rotom.
Checks and Counters
==============
**Ghost-types**: Hitmonchan doesn't have a solid way to touch Ghost-types, getting spinblocked by them and getting crippled by Will-O-Wisp, which all of the relevant Ghost-types tend to run.
**Bulky Psychic-types**: Mesprit, Musharna and Grumpig can easily take multiple hits from Hitmonchan and proceed to either set up on it or KO it with a STAB attack.
**Fairy-types**: Mega Audino and Clefairy can easily switch into Hitmonchan and can set up on it or pass Wish to teammates.
**Poison-types**: Garbodor and Weezing take very little damage from anything Hitmonchan throws at them, giving them a free turn to set up Toxic Spikes. Garbodor also punishes Rapid Spin with Rocky Helmet and Aftermath damage.
**Fast Flying-types**: Charizard and Scyther, while both can be lured by Stone Edge, are normally pretty safe switch-ins to Hitmonchan as long as Stealth Rock is not on the field. They can then proceed to OHKO Hitmonchan with Acrobatics or Aerial Ace, respectively.
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