Hitmonchan [GP 2/2]

Shadestep

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[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.
 
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I disagree with Close Combat being Hitmonchan's main (and only listed) STAB attack. Most things that wall Hitmonchan do so regardless of whether it's using Close Combat or not (read Weezing, Garbodor, Ghost-types, defensive Mesprit) and Drain Punch usually picks up KOs against many targets like Normal-types, frail special attackers, etc, while giving Hitmonchan the extra longevity to be able to get an extra hit off if necessary. Most importantly, Drain Punch gives Hitmonchan extra longevity as a Rapid Spin user, which is great for balanced teams that aren't relying solely on offensive pressure to keep hazards off the field and may need Hitmonchan to take a hit sometimes. If you have a wincon like SD Charizard, SD Scyther, or even something like Sub Vivillon, being able to stick around longer to spin is an important asset. Close Combat is definitely better in this metagame now due to the lack of competing Fighting-types, and the extra power can be handy against targets such as Rhydon that you want to pound hard before they can get a sweep off, but it's not the most generally useful option.

Overall I think the first slot should be Drain Punch / Close Combat for the stated reasons. I'm also on the fence about Thunder Punch being slashed because while hitting Mantine, Pelipper, and Charizard is nice, Ice Punch gives Hitmonchan a better chance against spinblockers!!! such as Rotom, Gourgeist, and Golurk (being walled by Golurk is terrible D:), as well a few important targets such as Vileplume (extra chip damage is better than a free switch I guess), Claydol, and Rotom-Fan, but I'll wait to see what other QC people think.

In set details, you should make sure to talk about the advantages and disadvantages of Life Orb and Fist Plate, with the main ones being Life Orb gives you a stronger coverage move for hitting Ghost-types with, but also wears Hitmonchan down over repeated attacks and makes it lose 10% HP every time it spins.

In usage tips, make sure to mention that Hitmonchan can only revenge kill weakened Kangaskhan; the number of times someone's switched it into mine and I've just tanked a Mach Punch and KO'd back with Double Edge is pretty damn high. It usually lives the Double Edge recoil too due to Hitmonchan's low base HP stat.

252+ Atk Life Orb Iron Fist Hitmonchan Mach Punch vs. 0 HP / 4 Def Kangaskhan: 234-276 (66.6 - 78.6%)
252+ Atk Silk Scarf Kangaskhan Double-Edge vs. 0 HP / 0 Def Hitmonchan: 253-298 (104.9 - 123.6%)

Also mention that if the opponent has certain responses such as defensive Garbodor, Weezing, etc, and you don't have any hazards to spin away, you're often best off just double-switching to a teammate that can take advantage of them such as Mesprit or Musharna instead of landing a weak hitting and letting them get an extra hazard layer or status off.

In team options, you absolutely have to mention teammates that require Rapid Spin support and appreciate Hitmonchan's offensive synergy. Scyther, Charizard, and Vivillon are probably the candidates that most appreciate Hitmonchan as a partner for breaking through bulky Flying-resists with its Fighting STAB. Hitmonchan is generally the best partner for Flying types in general, and is usually more suited to offensive teams than Claydol. You should mention that Psychic-types such as the aforementioned Mesprit and Musharna make good teammates for dealing with / setting up on Poison-types, with Steelix also being a good partner so long as you have something for Weezing. Mention that Fire-types such as Magmortar can switch into Will-O-Wisps aimed at Hitmonchan and also appreciate hazard removal.

I also think Assault Vest is outright set worthy, and it plays differently from the offensive spin set as you can use it as more of a general pivot, but I'll see what other QC people think about this.

High Jump Kick could also be worth a mention somewhere, if for no other reason than it does more damage to Rhydon and makes it easier to take out from full if you have Spikes up. Probably OO.

252+ Atk Life Orb Hitmonchan Close Combat vs. 4 HP / 0 Def Eviolite Rhydon: 276-328 (78.4 - 93.1%) -- 31.3% chance to OHKO after 1 layer of Spikes
252+ Atk Life Orb Hitmonchan High Jump Kick vs. 4 HP / 0 Def Eviolite Rhydon: 299-354 (84.9 - 100.5%) -- 81.3% chance to OHKO after 1 layer of Spikes

Oh and Clefairy is fine for a counter, I'd hesitate to mention Mawile as Hitmonchan can outspeed and 2HKO offensive sets, or even outright OHKO with Fist Plate Close Combat. Fast physical attackers that resist Mach Punch, such as the Flying-types you mentioned, are more of a pain in general.

QC 1/3
 
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I disagree with Close Combat being Hitmonchan's main (and only listed) STAB attack. Most things that wall Hitmonchan do so regardless of whether it's using Close Combat or not (read Weezing, Garbodor, Ghost-types, defensive Mesprit) and Drain Punch usually picks up KOs against many targets like Normal-types, frail special attackers, etc, while giving Hitmonchan the extra longevity to be able to get an extra hit off if necessary. Most importantly, Drain Punch gives Hitmonchan extra longevity as a Rapid Spin user, which is great for balanced teams that aren't relying solely on offensive pressure to keep hazards off the field and may need Hitmonchan to take a hit sometimes. If you have a wincon like SD Charizard, SD Scyther, or even something like Sub Vivillon, being able to stick around longer to spin is an important asset. Close Combat is definitely better in this metagame now due to the lack of competing Fighting-types, and the extra power can be handy against targets such as Rhydon that you want to pound hard before they can get a sweep off, but it's not the most generally useful option.

Overall I think the first slot should be Drain Punch / Close Combat for the stated reasons. I'm also on the fence about Thunder Punch being slashed because while hitting Mantine, Pelipper, and Charizard is nice, Ice Punch gives Hitmonchan a better chance against spinblockers!!! such as Rotom, Gourgeist, and Golurk (being walled by Golurk is terrible D:), as well a few important targets such as Vileplume (extra chip damage is better than a free switch I guess), Claydol, and Rotom-Fan, but I'll wait to see what other QC people think.

In set details, you should make sure to talk about the advantages and disadvantages of Life Orb and Fist Plate, with the main ones being Life Orb gives you a stronger coverage move for hitting Ghost-types with, but also wears Hitmonchan down over repeated attacks and makes it lose 10% HP every time it spins.

In usage tips, make sure to mention that Hitmonchan can only revenge kill weakened Kangaskhan; the number of times someone's switched it into mine and I've just tanked a Mach Punch and KO'd back with Double Edge is pretty damn high. It usually lives the Double Edge recoil too due to Hitmonchan's low base HP stat.

252+ Atk Life Orb Iron Fist Hitmonchan Mach Punch vs. 0 HP / 4 Def Kangaskhan: 234-276 (66.6 - 78.6%)
252+ Atk Silk Scarf Kangaskhan Double-Edge vs. 0 HP / 0 Def Hitmonchan: 253-298 (104.9 - 123.6%)

Also mention that if the opponent has certain responses such as defensive Garbodor, Weezing, etc, and you don't have any hazards to spin away, you're often best off just double-switching to a teammate that can take advantage of them such as Mesprit or Musharna instead of landing a weak hitting and letting them get an extra hazard layer or status off.

In team options, you absolutely have to mention teammates that require Rapid Spin support and appreciate Hitmonchan's offensive synergy. Scyther, Charizard, and Vivillon are probably the candidates that most appreciate Hitmonchan as a partner for breaking through bulky Flying-resists with its Fighting STAB. Hitmonchan is generally the best partner for Flying types in general, and is usually more suited to offensive teams than Claydol. You should mention that Psychic-types such as the aforementioned Mesprit and Musharna make good teammates for dealing with / setting up on Poison-types, with Steelix also being a good partner so long as you have something for Weezing. Mention that Fire-types such as Magmortar can switch into Will-O-Wisps aimed at Hitmonchan and also appreciate hazard removal.

I also think Assault Vest is outright set worthy, and it plays differently from the offensive spin set as you can use it as more of a general pivot, but I'll see what other QC people think about this.

High Jump Kick could also be worth a mention somewhere, if for no other reason than it does more damage to Rhydon and makes it easier to take out from full if you have Spikes up. Probably OO.

252+ Atk Life Orb Hitmonchan Close Combat vs. 4 HP / 0 Def Eviolite Rhydon: 276-328 (78.4 - 93.1%) -- 31.3% chance to OHKO after 1 layer of Spikes
252+ Atk Life Orb Hitmonchan High Jump Kick vs. 4 HP / 0 Def Eviolite Rhydon: 299-354 (84.9 - 100.5%) -- 81.3% chance to OHKO after 1 layer of Spikes

Oh and Clefairy is fine for a counter, I'd hesitate to mention Mawile as Hitmonchan can outspeed and 2HKO offensive sets, or even outright OHKO with Fist Plate Close Combat. Fast physical attackers that resist Mach Punch, such as the Flying-types you mentioned, are more of a pain in general.

QC 1/3
implemented, thanks
 
Rapid Spin needs to be mentioned in the overview because it's the primary reason it's used in the first place. It also needs to be noted that low HP and mediocre Defense gives Hitmonchan a hard time trying to Spin vs the likes of Rhydon and Steelix, who can both heavily damage Hitmonchan with their respective STAB moves. Also mention that Ghost-types are also a pain because they prevent Hitmonchan from spinning away hazards, are faster (with the exception of Golurk and Gourgeist), and most can burn Hitmonchan with Will-O-Wisp. The line about Close Combat's downside is not relevant enough to mention in the overview. Remove it.

Ice Punch and Thunder Punch are just used as coverage, it doesn't really lure its checks by any means with those moves. Rotom and Mismagius should also be added as targets for either of these moves. Put Stone Edge in moves because it still hits Rotom hard and has the bonus of hitting Mantine and Pelipper.

Usage tips should also mention catching Ghost-types that attempt to block Rapid Spin with Ice Punch. Also give a sentence in what situations Hitmonchan should and shouldn't use Rapid Spin.

Mention Ice-types such as Aurorus and Jynx in team options, because Hitmonchan breaks past Steels that keep them from spamming their STABs and provides crucial Spin support. Hitmonchan also helps deal with Dark-types that tend to be a pain for Jynx as well. When you mention Skuntank, emphasize that Pursuit trapping Ghost-types and stopping Musharna are the main reasons you'd use it with Hitmonchan. Also mention other Dark-types alongside it.

In checks and counters, move Ghost-types to the top of the list, because they don't fear Hitmonchan's STABs, prevent it from spinning, and cripple it with Will-O-Wisp. If Hitmonchan is using Thunder Punch as its coverage option, Rotom switches in with little issue, especially bulky variants.

2/3
 
Rapid Spin needs to be mentioned in the overview because it's the primary reason it's used in the first place. It also needs to be noted that low HP and mediocre Defense gives Hitmonchan a hard time trying to Spin vs the likes of Rhydon and Steelix, who can both heavily damage Hitmonchan with their respective STAB moves. Also mention that Ghost-types are also a pain because they prevent Hitmonchan from spinning away hazards, are faster (with the exception of Golurk and Gourgeist), and most can burn Hitmonchan with Will-O-Wisp. The line about Close Combat's downside is not relevant enough to mention in the overview. Remove it.

Ice Punch and Thunder Punch are just used as coverage, it doesn't really lure its checks by any means with those moves. Rotom and Mismagius should also be added as targets for either of these moves. Put Stone Edge in moves because it still hits Rotom hard and has the bonus of hitting Mantine and Pelipper.

Usage tips should also mention catching Ghost-types that attempt to block Rapid Spin with Ice Punch. Also give a sentence in what situations Hitmonchan should and shouldn't use Rapid Spin.

Mention Ice-types such as Aurorus and Jynx in team options, because Hitmonchan breaks past Steels that keep them from spamming their STABs and provides crucial Spin support. Hitmonchan also helps deal with Dark-types that tend to be a pain for Jynx as well. When you mention Skuntank, emphasize that Pursuit trapping Ghost-types and stopping Musharna are the main reasons you'd use it with Hitmonchan. Also mention other Dark-types alongside it.

In checks and counters, move Ghost-types to the top of the list, because they don't fear Hitmonchan's STABs, prevent it from spinning, and cripple it with Will-O-Wisp. If Hitmonchan is using Thunder Punch as its coverage option, Rotom switches in with little issue, especially bulky variants.

2/3
implemented, will write up soon
 
Overview:
  • Mention specific Ghost types that Hitmonchan struggles with, or specific offensive threats that Mach Punch is useful for revenge killing. Either one (or both) are fine but the overview doesn't really mention anything specific to NU, so this will help with that.
  • Remove the Thunder Punch mention and replace it with Stone Edge
Moves:
  • Discussed this with QC, and we agreed that Stone Edge is almost always more useful than Thunder Punch, so remove the T-punch slash and replace it with Stone Edge after Ice Punch. Remove the mentions of Thunder Punch from this section, and be sure to clarify the different uses between Ice punch and Stone Edge. (Ice Punch hits grasses like Vileplume, roselia, torterra and is more accurate than Stone Edge. Stone Edge hits more flying types such as Mantine, Pelipper, and Charizard super effectively and also does more damage to Rotom and Scyther)
Set Details:
  • Reword the sentence about Hitmonchan's nature, you want to clarify why Adamant is better than Jolly but at the beginning of the sentence you say "Hitmonchan doesn't really benefit from Adamant nature".
  • Life Orb offers more damage than Fist Plate for any target of Hitmonchan, even when using a Fighting type attack (1.3 > 1.2) so remove the mention of Ghost types and just say that Life Orb offers a higher damage output than Fist Plate at the cost of longevity.
Usage Tips:
  • Also note set up sweepers such as Barbaracle, Klinklang, and Shiftry as Mach Punch targets.
  • Don't just say "hard counters to Hitmonchan", make note of specific pokemon which act as hard counters to Hitmonchan.
Team Options:
  • Again mention specific Psychic and Ghost types that check Hitmonchan
  • Add Archeops as a solid partner
Other Options
  • Remove the mention of Stone Edge here, and instead add Thunder Punch.
  • I'd like to see Lum Berry get a mention here, as it allows Hitmonchan to more reliably beat Ghosts that try and Burn it, and works really well with Foresight in particular, as you can clean OHKO offensive Rotom and Mismagius with CC or HJK when they try to burn you.
Checks and Counters:
  • This is nitpicky but in the Poison type section mention that Garbodor in particular punishes Hitmonchan for clicking Rapid Spin with Rocky Helmet + Aftermath damage.

Okay that was a lot but implement that and you're good for QC 3/3 unless someone else wants to add something
 
That looks good, just make sure that your sentence structure isn't too repetitive when you prepare this for GP. So many "too's" in team options. x_x
 
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[OVERVIEW]

High attack, Attack combined with a decent speed Speed stat, powerful STAB moves and a respectable Special Defense stat make Hitmonchan a solid offensive threat. Iron Fist powers up most almost all of Hitmonchan'(apostrophe)s used common moves, making them quite a bit stronger, (redundant) particularly its especially STAB-(RH) Mach Punch, (AC) which hits most offensive Pokemons really hard. Another one of the big things that sets Hitmonchan apart from other Fighting-types in the tier is Rapid Spin, giving great support to the table its team. Hitmonchan struggles with Ghost-types like Rotom and Gourgeist (which one?), though, as it doesn't learn Knock Off to hit them super(space)effectively, and has having to rely on Ice Punch or Stone Edge to hit them, while they pretty much all of them outspeed Hitmonchan and can get a quick Will-O-Wisp off on 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: 252 Atk / 4 HP / 252 Spe

[SET COMMENTS]
Moves
==============

Drain Punch is a great reliable STAB-(RH) 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, (AC) as it offers more damage, being able to OHKO both Skuntank and most Ferroseed sets, but it doesn't recover HP and lowers both of Hitmonchan's defenses. Mach Punch is a great STAB priority move that can pick off weakened foes. Ice Punch and Stone Edge are both solid coverage moves that hit lots of Pokemon who that are normally able to switch in on a Drain Punch, like such as Mantine, Charizard, and or Scyther. Stone Edge also hits Rotom and Mismagius for more damage. (More damage than what?) Rapid Spin is the thing that what sets Hitmonchan apart from other Fighters Fighting-types in the tier, as it gets lots of opportunities to Spin spin away entry hazards throughout the match. (period)

Set Details
==============

Maximum Attack and Speed investment allows Hitmonchan to hit as hard as possible. Hitmonchan really benefits from An Adamant nature is preferred over Jolly, (AC) as most of the important Pokemon it gets to Hitmonchan outspeeds with Jolly being are limited to (I think this is what you meant?) Shiftry and Kabutops, all which both faint to a Mach Punch anyway. Life Orb offers more damage on all of Hitmonchan'(apostrophe)s attacks at the cost of 10% of Hitmonchan's HP every(space)time it has to Spin uses one. (Its HP still decreases if it uses Mach Punch, for instance.) Fist Plate offers a slightly weaker boost on to Drain Punch and Mach Punch, (RC) but increases Hitmonchan'(apostrophe)s longevity by quite a lot.

Usage Tips
==============

Hitmonchan should be used to revenge-(RH) kill powerful attackers like Barbaracle, (RC) and Shiftry or with Mach Punch, with the latter needing a little bit of prior damage to faint to it. When predicting a switch into a defensive check to Hitmonchan that can be hit super-(RH) effectively with a coverage move, the appropriate attack 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-(RH) counter to Hitmonchan like 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-(RH) switching out in that scenario to keep up momentum.

Team Options
==============

Hitmonchan is mostly checked by Psychic-types and Ghost-types such as Mesprit, Musharna, Mismagius, and Rotom, which makes Pursuit-(RH) trappers like such as Skuntank and Liepard great partners for Hitmonchan. They pursuit-trap Rotom, Mismagius, Mesprit and Musharna for example, which all switch in pretty safely to Hitmomchan. Charizard, Scyther, (AC) and Archeops are good teammates for Hitmonchan too, as all of them really greatly benefit from Hitmonchan's ability to Spin spin away entry hazards, (RC) and beating Steel-types and Rock-types too. Ice-types also benefit from Hitmonchan's ability to Spin spin away Stealth Rock too, as well as it dealing with Steel-types and having good matchups versus vs. most of the Fire-types in the tier too.

[STRATEGY COMMENTS]
Other Options
==============

One of the most popular sets for Hitmonchan outside of the regular one is Assault Vest, (RC) 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. Assault Vest gives Hitmonchan significantly more special bulk and gives it way more opportunities to Spin spin away entry hazards, but it comes at the cost of a boosting item and power due to the lack of a boosting item.
(add line break)
High Jump Kick can be used over Close Combat, (AC) as it doesn't lower Hitmonchan's defenses after being used. This However, this move is really risky and most of the time usually not worth the risk of losing 50% HP after missing, hitting targeting a ghost-type or a protect 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 you Hitmonchan completely countered by Ghost-types, as the relevant ones have access to Levitate. (It's not apparent when looking at the type chart.) Lastly, using Using Foresight over either Mach Punch or Ice Punch can be used to catch Ghost-types on the switch in order spin away entry hazards on ghost-types them or when you use Foresight on the switch-in hile also hitting them hard with Drain Punch. (remove line break) A Lum Berry works well with this set the move, as most Ghost-types will try to burn Hitmonchan on as they get identified with Foresight, making Hitmonchan cleanly OHKOed by both Mismagius and offensive Rotom. Foresight takes a turn to set up and most Ghost-types can easily cripple or annoy Hitmonchan on the turn after Foresighting. (redundant)


Checks and Counters
==============
**Ghost-types**: (colon) Hitmonchan doesn't have a solid way to touch Ghost-types, getting spinblocked by them and getting crippled by Will-O-Wisp, which all off the relevant Ghost-types tend to run.

**Bulky Psychic-types**: Mesprit, Musharna, (AC) and Grumpig can easily take multiple hits from Hitmonchan and proceed to either set up on it or kill KO it with a Psychic-type attack.

**Fairy-types**: Mega Audino and Clefairy can easily switch in(remove space)to Hitmonchan, the former one only after getting of its Mega Evolution, (redundant) and can set up on it or pass Wishpass to teammates.

**Poison-types**: Garbodor and Weezing take very little damage from anything Hitmonchan throws at them, giving them a free switch-(RH) in and a free turn to attack or set up Toxic Spikes or attack off. Garbodor also punishes Rapid Spinning with Rocky Helmet + Aftermath damage.

**Fast Flying-types**: Charizard and Scyther, while both able to can be lured by Stone Edge, are normally a pretty safe switch-(AH)ins to Hitmonchan as long as Stealth Rock are is not on the field. They both can then proceed to OHKO Hitmonchan with Acrobatics or Aerial Ace, respectively.
GP 1/2
0AlNOKo.gif
 
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Add Remove Comment
[OVERVIEW]

High attack, Attack combined with a decent speed Speed stat, powerful STAB moves and a respectable Special Defense stat make Hitmonchan a solid offensive threat. Iron Fist powers up most almost all of Hitmonchan'(apostrophe)s used common moves, making them quite a bit stronger, (redundant) particularly its especially STAB-(RH) Mach Punch, (AC) which hits most offensive Pokemons really hard. Another one of the big things that sets Hitmonchan apart from other Fighting-types in the tier is Rapid Spin, giving great support to the table its team. Hitmonchan struggles with Ghost-types like Rotom and Gourgeist (which one?), though, as it doesn't learn Knock Off to hit them super(space)effectively, and has having to rely on Ice Punch or Stone Edge to hit them, while they pretty much all of them outspeed Hitmonchan and can get a quick Will-O-Wisp off on 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: 252 Atk / 4 HP / 252 Spe

[SET COMMENTS]
Moves
==============

Drain Punch is a great reliable STAB-(RH) 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, (AC) as it offers more damage, being able to OHKO both Skuntank and most Ferroseed sets, but it doesn't recover HP and lowers both of Hitmonchan's defenses. Mach Punch is a great STAB priority move that can pick off weakened foes. Ice Punch and Stone Edge are both solid coverage moves that hit lots of Pokemon who that are normally able to switch in on a Drain Punch, like such as Mantine, Charizard, and or Scyther. Stone Edge also hits Rotom and Mismagius for more damage. (More damage than what?) Rapid Spin is the thing that what sets Hitmonchan apart from other Fighters Fighting-types in the tier, as it gets lots of opportunities to Spin spin away entry hazards throughout the match. (period)

Set Details
==============

Maximum Attack and Speed investment allows Hitmonchan to hit as hard as possible. Hitmonchan really benefits from An Adamant nature is preferred over Jolly, (AC) as most of the important Pokemon it gets to Hitmonchan outspeeds with Jolly being are limited to (I think this is what you meant?) Shiftry and Kabutops, all which both faint to a Mach Punch anyway. Life Orb offers more damage on all of Hitmonchan'(apostrophe)s attacks at the cost of 10% of Hitmonchan's HP every(space)time it has to Spin uses one. (Its HP still decreases if it uses Mach Punch, for instance.) Fist Plate offers a slightly weaker boost on to Drain Punch and Mach Punch, (RC) but increases Hitmonchan'(apostrophe)s longevity by quite a lot.

Usage Tips
==============

Hitmonchan should be used to revenge-(RH) kill powerful attackers like Barbaracle, (RC) and Shiftry or with Mach Punch, with the latter needing a little bit of prior damage to faint to it. When predicting a switch into a defensive check to Hitmonchan that can be hit super-(RH) effectively with a coverage move, the appropriate attack 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-(RH) counter to Hitmonchan like 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-(RH) switching out in that scenario to keep up momentum.

Team Options
==============

Hitmonchan is mostly checked by Psychic-types and Ghost-types such as Mesprit, Musharna, Mismagius, and Rotom, which makes Pursuit-(RH) trappers like such as Skuntank and Liepard great partners for Hitmonchan. They pursuit-trap Rotom, Mismagius, Mesprit and Musharna for example, which all switch in pretty safely to Hitmomchan. Charizard, Scyther, (AC) and Archeops are good teammates for Hitmonchan too, as all of them really greatly benefit from Hitmonchan's ability to Spin spin away entry hazards, (RC) and beating Steel-types and Rock-types too. Ice-types also benefit from Hitmonchan's ability to Spin spin away Stealth Rock too, as well as it dealing with Steel-types and having good matchups versus vs. most of the Fire-types in the tier too.

[STRATEGY COMMENTS]
Other Options
==============

One of the most popular sets for Hitmonchan outside of the regular one is Assault Vest, (RC) 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. Assault Vest gives Hitmonchan significantly more special bulk and gives it way more opportunities to Spin spin away entry hazards, but it comes at the cost of a boosting item and power due to the lack of a boosting item.
(add line break)
High Jump Kick can be used over Close Combat, (AC) as it doesn't lower Hitmonchan's defenses after being used. This However, this move is really risky and most of the time usually not worth the risk of losing 50% HP after missing, hitting targeting a ghost-type or a protect 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 you Hitmonchan completely countered by Ghost-types, as the relevant ones have access to Levitate. (It's not apparent when looking at the type chart.) Lastly, using Using Foresight over either Mach Punch or Ice Punch can be used to catch Ghost-types on the switch in order spin away entry hazards on ghost-types them or when you use Foresight on the switch-in hile also hitting them hard with Drain Punch. (remove line break) A Lum Berry works well with this set the move, as most Ghost-types will try to burn Hitmonchan on as they get identified with Foresight, making Hitmonchan cleanly OHKOed by both Mismagius and offensive Rotom. Foresight takes a turn to set up and most Ghost-types can easily cripple or annoy Hitmonchan on the turn after Foresighting. (redundant)


Checks and Counters
==============
**Ghost-types**: (colon) Hitmonchan doesn't have a solid way to touch Ghost-types, getting spinblocked by them and getting crippled by Will-O-Wisp, which all off the relevant Ghost-types tend to run.

**Bulky Psychic-types**: Mesprit, Musharna, (AC) and Grumpig can easily take multiple hits from Hitmonchan and proceed to either set up on it or kill KO it with a Psychic-type attack.

**Fairy-types**: Mega Audino and Clefairy can easily switch in(remove space)to Hitmonchan, the former one only after getting of its Mega Evolution, (redundant) and can set up on it or pass Wishpass to teammates.

**Poison-types**: Garbodor and Weezing take very little damage from anything Hitmonchan throws at them, giving them a free switch-(RH) in and a free turn to attack or set up Toxic Spikes or attack off. Garbodor also punishes Rapid Spinning with Rocky Helmet + Aftermath damage.

**Fast Flying-types**: Charizard and Scyther, while both able to can be lured by Stone Edge, are normally a pretty safe switch-(AH)ins to Hitmonchan as long as Stealth Rock are is not on the field. They both can then proceed to OHKO Hitmonchan with Acrobatics or Aerial Ace, respectively.
GP 1/2
0AlNOKo.gif
implemented and ready for 2nd check, ty!
 
also implement this with the reply button please (click reply -> delete reds -> address comments -> deformat blues using the Tx button in the upper left corner -> copypaste the finished thing into the OP) :)

remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

High Attack (RC) combined with a decent Speed stat, powerful STAB moves, (AC) and a respectable Special Defense stat make 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 Pokmon Pokemon really hard. Another one of the big things that sets Hitmonchan apart from other Fighting-types in the tier is Rapid Spin, giving 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 / 4 HP / 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 both 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 are both provide solid coverage moves that hit 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 Fighters 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 it Hitmonchan gets to outspeed with Jolly are limited to Shiftry and Kabutops, all 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 weaker lower boost on Drain Punch and Mach Punch, but the lack of recoil increases Hitmonchan's (apo) longevity by quite a lot. <--- reminder to self

Usage Tips
==============

Hitmonchan should be used to revenge kill powerful attackers like Barbaracle and Shiftry with Mach Punch. When predicting a switch into a defensive check to Hitmonchan that Hitmonchan can be 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 (RH) 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 mostly checked ("mostly checked" doesn't make much sense, "checked by most Psychic- and Ghost-types" maybe?) by Psychic-types and Ghost-types such as Mesprit, Musharna, Mismagius and Rotom, which makes Pursuit trappers such as Skuntank and Liepard great partners for Hitmonchan. 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 ability to spin away Stealth Rock hazard control, (less repetitive) 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. Assault Vest Such a set gives Hitmonchan significantly more special bulk and gives it way more opportunities to spin away entry hazards, but it comes ath at the cost of power due to the lack of a boosting item. (remove line break) 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 a 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. (remove line break) Using Foresight can be used over either Mach Punch or Ice Punch can be used 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, making 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 off 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 Psychic-type STAB attack.

**Fairy-types**: Mega Audino and Clefairy can easily switch into Hitmonchan (RC) 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.
d6EBu3D.gif
 
Last edited:
also implement this with the reply button please (click reply -> delete reds -> address comments -> deformat blues using the Tx button in the upper left corner -> copypaste the finished thing into the OP) :)
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

High Attack (RC) combined with a decent Speed stat, powerful STAB moves, (AC) and a respectable Special Defense stat make 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 Pokmon Pokemon really hard. Another one of the big things that sets Hitmonchan apart from other Fighting-types in the tier is Rapid Spin, giving 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 / 4 HP / 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 both 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 are both provide solid coverage moves that hit 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 Fighters 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 it Hitmonchan gets to outspeed with Jolly are limited to Shiftry and Kabutops, all 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 weaker lower boost on Drain Punch and Mach Punch, but the lack of recoil increases Hitmonchan's (apo) longevity by quite a lot. <--- reminder to self

Usage Tips
==============

Hitmonchan should be used to revenge kill powerful attackers like Barbaracle and Shiftry with Mach Punch. When predicting a switch into a defensive check to Hitmonchan that Hitmonchan can be 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 (RH) 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 mostly checked ("mostly checked" doesn't make much sense, "checked by most Psychic- and Ghost-types" maybe?) by Psychic-types and Ghost-types such as Mesprit, Musharna, Mismagius and Rotom, which makes Pursuit trappers such as Skuntank and Liepard great partners for Hitmonchan. 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 ability to spin away Stealth Rock hazard control, (less repetitive) 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. Assault Vest Such a set gives Hitmonchan significantly more special bulk and gives it way more opportunities to spin away entry hazards, but it comes ath at the cost of power due to the lack of a boosting item. (remove line break) 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 a 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. (remove line break) Using Foresight can be used over either Mach Punch or Ice Punch can be used 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, making 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 off 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 Psychic-type STAB attack.

**Fairy-types**: Mega Audino and Clefairy can easily switch into Hitmonchan (RC) 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.
d6EBu3D.gif
implemented thank you!
 
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