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Hitmonchan

    Jump to Gen III Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Hitmonchan's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Pastoria City (Shinnoh).

    Diamond & Pearl Level Up Moves
    Move NameLevelTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    RevengeFightingPhysical6010010--Tough2
    An attack move that inflicts double the damage if the user has been hurt by the foe in the same turn.
    Points doubles if last to appeal.
    Comet PunchNormalPhysical188515--Tough2
    The foe is hit with a flurry of punches that strike two to five times in a row.
    Can be used twice consecutively.
    Agility6PsychicOther----30--Cool2
    The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.
    Appeals first in the next turn.
    Pursuit11DarkPhysical4010020--Smart1
    An attack move that inflicts double damage if used on a foe that is switching out of battle.
    Points +3 if two pokemon raise a judge's voltage consecutively.
    Mach Punch16FightingPhysical4010030--Cool2
    The user throws a punch at blinding speed. It is certain to strike first.
    Appeals first in the next turn.
    Bullet Punch16SteelPhysical4010030--Smart2
    The user strikes with a tough punch as fast as a bullet. This move always goes first.
    Appeals first in the next turn.
    Feint21NormalPhysical5010010--Beauty0
    An attack that hits a foe using Protect or Detect. It also lifts the effects of those moves.
    Points equal 4 minus voltage of judge.
    Vacuum Wave26FightingSpecial4010030--Smart2
    The user whirls its fists to send a wave of pure vacuum at the foe. This move always goes first.
    Appeals first in the next turn.
    Thunderpunch31ElectricPhysical751001510Cool2
    The foe is punched with an electrified fist. It may leave the target with paralysis.
    Points +2 if first to appeal.
    Ice Punch31IcePhysical751001510Beauty2
    The foe is punched with an icy fist. It may leave the target frozen.
    Points +2 if first to appeal.
    Fire Punch31FirePhysical751001510Beauty2
    The foe is punched with a fiery fist. It may leave the target with a burn.
    Points +2 if first to appeal.
    Sky Uppercut36FightingPhysical859015--Cool2
    The user attacks the foe with an uppercut thrown skyward with force.
    Points +2 if first to appeal.
    Mega Punch41NormalPhysical808520--Tough2
    The foe is slugged by a punch thrown with muscle-packed power.
    Points +2 if last to appeal.
    Detect46FightingOther----5--Cool0
    It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    Points equal 4 minus voltage of judge.
    Counter51FightingPhysical??10020--Tough2
    A retaliation move that counters any physical attack, inflicting double the damage taken.
    Points doubles if last to appeal.
    Close Combat56FightingPhysical1201005--Smart2
    The user fights the foe in close without guarding itself. It also cuts the user’s Defense and Sp. Def.
    Points +3 if previous pokemon reaches max voltage of a judge.
    Machine Moves
    Move NameMachineTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    Focus PunchTM01FightingPhysical15010020--Tough1
    The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
    Points +3 if appeals to the same judge with other pokemon.
    ToxicTM06PoisonOther--8510--Smart2
    A move that leaves the target badly poisoned. Its poison damage worsens every turn.
    Pokemon after self cannot lower any voltage in that turn.
    Bulk UpTM08FightingOther----20--Beauty0
    The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats.
    Points of next appeal doubles.
    Hidden PowerTM10NormalSpecial??10015--Smart1
    A unique attack that varies in type and intensity depending on the Pokémon using it.
    Points +3 if lowest number of points in that turn.
    Sunny DayTM11FireOther----5--Beauty2
    The user intensifies the sun for five turns, powering up Fire-type moves.
    Pokemon after self cannot raise any voltage in that turn.
    ProtectTM17NormalOther----10--Cute0
    It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    Points equal 4 minus voltage of judge.
    Rain DanceTM18WaterOther----5--Tough2
    The user summons a heavy rain that falls for five turns, powering up Water- type moves.
    Pokemon after self cannot raise any voltage in that turn.
    FrustrationTM21NormalPhysical??10020--Cute2
    A full-power attack that grows more powerful the less the user likes its Trainer.
    Points +2 if last to appeal.
    EarthquakeTM26GroundPhysical10010010--Tough2
    The user sets off an earthquake that hits all the Pokémon in the battle.
    Points +2 if last to appeal.
    ReturnTM27NormalPhysical??10020--Cute2
    A full-power attack that grows more powerful the more the user likes its Trainer.
    Points +2 if first to appeal.
    Brick BreakTM31FightingPhysical7510015--Cool3
    The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.
    No Added Effect.
    Double TeamTM32NormalOther----15--Cool2
    By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
    Appeals first in the next turn.
    Rock TombTM39RockPhysical508010100Smart2
    Boulders are hurled at the foe. It also lowers the foe’s Speed by preventing its movement.
    Appeals last in the next turn.
    FacadeTM42NormalPhysical7010020--Cute2
    An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
    Points doubles if last to appeal.
    Secret PowerTM43NormalPhysical701002030Smart2
    The user attacks with a secret power. Its added effects vary depending on the user’s environment.
    Order of appealing is random in the next turn.
    RestTM44PsychicOther----10--Cute0
    The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.
    Points equal to the voltage of judge.
    AttractTM45NormalOther--10015--Cute2
    If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
    Pokemon after self cannot lower any voltage in that turn.
    ThiefTM46DarkPhysical4010010--Tough0
    The user attacks and steals the foe’s held item simultaneously. It can’t steal if the user holds an item.
    Receives voltage points if previous pokemon reaches max voltage.
    Focus BlastTM52FightingSpecial12070510Cool2
    The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.
    Points +2 if first to appeal.
    FlingTM56DarkPhysical??10010--Tough1
    The user flings its held item at the foe to attack. Its power and effects depend on the item.
    Points +3 if lowest number of points in that turn.
    EndureTM58NormalOther----10--Tough2
    The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
    Pokemon after self cannot raise any voltage in that turn.
    Drain PunchTM60FightingPhysical601005--Beauty3
    An energy-draining punch. The user’s HP is restored by half the damage taken by the target.
    No Added Effect.
    Stone EdgeTM71RockPhysical100805--Tough2
    The user stabs the foe with a sharpened stone. It has a high critical-hit ratio.
    Increases judge's voltage by 2.
    CaptivateTM78NormalOther--10020--Beauty2
    If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
    Pokemon after self cannot lower any voltage in that turn.
    Rock SlideTM80RockPhysical75901030Tough3
    Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.
    No Added Effect.
    Sleep TalkTM82NormalOther----10--Cute3
    While it is asleep, the user randomly uses one of the moves it knows.
    No Added Effect.
    Natural GiftTM83NormalPhysical??10015--Cool2
    The user draws power to attack by using its held Berry. The Berry determines its type and power.
    Points +2 if last to appeal.
    SwaggerTM87NormalOther--9015--Cute2
    The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat.
    Pokemon after self cannot lower any voltage in that turn.
    SubstituteTM90NormalOther----10--Smart1
    The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
    Points +3 if lowest number of points in that turn.
    StrengthHM04NormalPhysical8010015--Tough3
    The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.
    No Added Effect.
    Rock SmashHM06FightingPhysical401001550Tough2
    The user slugs the foe with a shattering punch. It can also smash cracked boulders.
    Points +2 if last to appeal.
    Rock ClimbHM08NormalPhysical90852020Cool2
    A charging attack that may also leave the foe confused. It can also be used to scale rocky walls.
    Points +2 if last to appeal.
    Egg Moves
    Move NameTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    Rapid SpinNormalPhysical2010040--Cool2
    A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.
    Points +2 if first to appeal.
    Hi Jump KickFightingPhysical1009020--Cool3
    The foe is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
    No Added Effect.
    Mach PunchFightingPhysical4010030--Cool2
    The user throws a punch at blinding speed. It is certain to strike first.
    Appeals first in the next turn.
    Mind ReaderNormalOther----5--Smart1
    The user senses the foe’s movements with its mind to ensure its next attack does not miss.
    Points +3 if two pokemon raise a judge's voltage consecutively.
    Helping HandNormalOther----20--Smart1
    A move that boosts the power of the ally’s attack in a Double Battle.
    Points +3 if two pokemon raise a judge's voltage consecutively.
    CounterFightingPhysical??10020--Tough2
    A retaliation move that counters any physical attack, inflicting double the damage taken.
    Points doubles if last to appeal.
    Vacuum WaveFightingSpecial4010030--Smart2
    The user whirls its fists to send a wave of pure vacuum at the foe. This move always goes first.
    Appeals first in the next turn.
    Bullet PunchSteelPhysical4010030--Smart2
    The user strikes with a tough punch as fast as a bullet. This move always goes first.
    Appeals first in the next turn.

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