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#107
Default
193
ATK
197
DEF
137
STA
Lvl 50Max CP
2636
Lvl 40
2332
Lvl 25Weather Boost
1665
Lvl 20Raids/Eggs
1332
Lvl 15Research
999

PvE Analysis

Hitmonchan's usefulness in the main Pokemon games is its access to all of the Punch moves. For Pokemon GO, this means it only has access to two moves with STAB. It doesn't have a large amount of stats and is outclassed by other easily accessed Fighting-types. 

Best PvE Offensive Moveset

Counter + Close Combat or Brick breakBest
  • Counter has superior damage to Bullet Punch due to STAB.
  • Rock Smash is slightly worse than Counter on offense. 
  • Brick Break and Close Combat are extremely close in terms of performance; this is up to personal preference.
  • Fire Punch, Thunder Punch, and Ice Punch have little use on offense. 

Best PvE Defensive Moveset

Rock Smash or Bullet Punch + Ice Punch, Fire Punch, or Thunder PunchBest
  • Rock Smash is Hitmonchan's hardest-hitting fast move. 
  • Bullet Punch offers no defensive type advantages and lower damage than Counter
  • Brick Break has the most damage of all of Hitmonchan's charge moves. 
  • Ice Punch offers coverage against Flying-types and has superior damage to Thunder Punch.
  • Fire Punch has no utility on Hitmonchan. 
  • Close Combat is not viable due to Hitmonchan's poor HP.

PvP Analysis

Counter + Power-Up Punch and Ice/Fire/Thunder Punch

Counter is the best fast move for Hitmonchan, and benefits from STAB. Bullet Punch is suboptimal stat-wise and doesn't have any real use; it can cover Hitmonchan's weakness to Fairy-types, but you shouldn't be staying in for those fights anyways. 

Hitmonchan is a Fighting-type Pokemon, and this moveset helps with remembering that fact. Frequent use of Power-Up Punch solidifies Hitmonchan's role as a Fighting-type and could help snowball its way to victory if left unchecked, since subsequent attacks become even more threatening. The choice between the elemental punches is up to personal preference and varies greatly depending on the situation and matchups. In general, Ice Punch is the more popular choice as it provides the best coverage, but the others still have their uses.

Counter + Ice/Fire/Thunder Punch

Hitmonchan becomes more of a swiss army knife with this moveset, which threatens up to 10 different typings. Thanks to the January 31, 2019 update, all of the elemental punches have identical stats and therefore Hitmonchan doesn't need to shield bait. While the low energy cost (40) per punch is appealing, their relatively low base power (55) leaves much to be desired, as they have a disappointing 1.38 DPE (Damage Per Energy) and lack STAB.

Master League: 0 / 5

Great League2.5 / 5

Hitmonchan burst on to the scene in Boulder Cup and has continued to see use in other formats, including open Great League. With a diverse and powerful set of tools (AKA punches) available, Hitmonchan defines itself as a very flexible pick with coverage to meet the meta. That being said, the lack of bulk compared to its competitors holds Hitmonchan back, as does the fact that the meta can often make its punch type predictable. You would usually rather have Medicham or Machamp, but if you are looking for extra fighting support or if tournament rules limit your choices, Hitmonchan is a more than reasonable replacement.   

Ultra League2.5 / 5

While it's not possible to have coverage against every possible opponent, Hitmonchan's diverse moveset can sometimes take opponents by surprise. However, a loss against Giratina is the most common frustration among pokemon in Ultra League, even if Hitmonchan is rocking Ice Punch, and the low bulk doesn't help against hard-hitting Registeel either.

Master League0 / 5

Hitmonchan's punches aren't legendary enough for it to punch its way into Master League. Even with Ice Punch Hitmonchan still loses to the big dragons in this league, though it is able to snag a narrow win off Dialga in the one-shield scenario. That said, there are better choices, and lots of them.

Purification Cost
5 Candy + 5,000 Stardust
Second Charge Move Cost
75,000 Stardust + 75 Candy
Flee Rate
9 %
Buddy Distance
5 KM
Catch Rate
20 %
Female Ratio
0 %
Male Ratio
100 %