Back to the Pokédex
Official artwork of Hitmonchan

#0107

Hitmonchan

Gen I

Punching Pokémon

Fighting

Pokédex entry · Red

While apparently doing nothing, it fires punches in lightning fast volleys that are impossible to see.

Height
1.4 m
Weight
50.2 kg
Base EXP
159
Growth
Medium
Catch rate

45/255Medium

Friendship

70/255

Base stats

HP50Attack105Defense79Speed76Sp. Def110Sp. Atk35
HP
50
Attack
105
Defense
79
Speed
76
Sp. Def★
110
Sp. Atk
35

Total 455

High

EV yield +2 Sp. Def

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP110157
Attack99172
Defense75144
Speed72140
Sp. Def103178
Sp. Atk3695
Total495886

About Hitmonchan

Of the three ways Tyrogue can evolve when it reaches level 20, this is the one that opens up when its Defense is higher than its Attack. After that, there is nothing else: the line ends here, just as it ends with Hitmonlee, and the three branches exclude one another within a single specimen.

What comes out is a boxer. Four foot seven, 50.2 kg, red gloves and boxing boots; the official category, the Punching Pokémon, leaves little room for interpretation. Pokédex entries insist on two things. The first is the speed of its punches: its fists cut through the air and pierce concrete, and one description warns that even the slightest brush could cause a burn. The second is fatigue. After three minutes of fighting it needs to stop, and that number is not random — a professional boxing round lasts exactly three minutes.

Everything else said about it points in the same direction: a spirit that does not bend in the face of adversity and the drive of a fighter preparing for a world championship. Its recorded habitat is urban, which is unusual among first-generation species, and it fits a gym better than a forest.

Combat analysis

×2

Weakness

FlyingPsychicFairy
×½

Resistance

BugRockDark

Hitmonchan in depth

A Japanese boxer, a Hong Kong actor and Mike Tyson

The Japanese name, エビワラー (Ebiwalar), comes from Japanese boxer Hiroyuki Ebihara. The English name combines hit and monster with Jackie Chan, exactly as its line partner’s name refers to Bruce Lee. French goes in a different direction: Tygnon mixes Mike Tyson with gnon, which is slang for a punch. Three languages, three different real-life fighters, and none of them matches another.

The Special stat split in two

In Red and Blue, Attack and Special Defense did not exist separately: there was a single stat, Special, and its value was 35. The Pokémon that now boasts 110 Special Defense was, in 1996, one of the frailest Fighting types when faced with any special attack thrown at it. Generation II split the stat in two and handed it that 110 without anything in its design calling for it. The 35 stayed on the offensive side, and it is still there thirty years later.

The Ability that stopped being its own

Iron Fist appeared in Generation IV as this species’ exclusive Ability. It lasted for one generation: in Generation V it became shared, and some of the Pokémon that inherited it have much more Attack and HP to back it up, Conkeldurr first among them. Since then, the comparison has not been kind, because other Pokémon handle its role — punching things and lasting just long enough — with more room to spare.

What it has going for it is the movepool. Few Pokémon learn all three elemental punches, Drain Punch, Mach Punch and Bullet Punch at once, and fewer still get all of them by level-up without relying on TMs or move tutors.

From the Saffron Dojo to a comparison of stats

Throughout the first generation, it could neither be bred nor evolved: you chose one. The Saffron Dojo handed you a specimen after you defeated its master, and you had to keep it or the kicking specialist, with no way to have both in the same playthrough. That decision, made in a hallway and impossible to undo, is what many people remember about it before any battle.

Generation II changed the entire system by introducing Tyrogue. Instead of choosing in front of a door, you now have to keep track of two stats and reach level 20 with the right relationship between them. It is one of the few evolutions that depends on an internal numerical comparison rather than a level, a stone or friendship.

For playing through the game, level 24 is the point where it starts to become genuinely useful: the three elemental punches arrive at once and the team gains three types of coverage in a single stroke. Focus Punch, at 44, has 150 power and a condition that almost never comes up in a one-on-one battle; Drain Punch, with lower numbers, wins out almost every time. Counter, at 40, makes sense precisely because of its odd stat distribution: it survives the physical hit thanks to the fact that almost nobody expects it to, then sends back twice the damage.

TCG cards

Showing 18 of 25 cards.

0%