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Official artwork of Hitmonlee

#0106

Hitmonlee

Gen I

Kicking Pokémon

Fighting

Pokédex entry · Red

When in a hurry, its legs lengthen progressively. It runs smoothly with extra long, loping strides.

Height
1.5 m
Weight
49.8 kg
Base EXP
159
Growth
Medium
Catch rate

45/255Medium

Friendship

70/255

Base stats

HP50Attack120Defense53Speed87Sp. Def110Sp. Atk35
HP
50
Attack★
120
Defense
53
Speed
87
Sp. Def
110
Sp. Atk
35

Total 455

High

EV yield +2 Attack

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

MinMax
HP110157
Attack112189
Defense52115
Speed82152
Sp. Def103178
Sp. Atk3695
Total495886

About Hitmonlee

Of the three paths a Tyrogue can take when it reaches level 20, this is the one it follows when Attack is higher than Defense. After that, there’s nothing else: the line ends here, in a brown humanoid body measuring 1.5 metres and weighing 49.8 kilograms, most of it distributed across two legs.

The Pokédex entries always tell the same story and don’t bother changing it up. It shrinks and stretches its legs at will, and when it stretches them it can reach a rival that was already far away; if the opponent runs, its legs extend even farther to reach them. The sole of its foot becomes “as hard as diamond” at the moment of impact. It has a sense of balance that lets it strike from any stance, including ones that don’t look like stances. After battle, it sits down to massage its legs and relax its muscles, which is the most human detail in the entire entry.

The official category, the Kick Pokémon, sums up the design idea right to the end: the whole body exists to support and launch two limbs. Its perennial counterpart, Hitmonchan, does the same with its fists, and Hitmontop arrived a generation later to fill the gap in between.

Combat analysis

×2

Weakness

FlyingPsychicFairy
×½

Resistance

BugRockDark

Hitmonlee in depth

Two martial-arts surnames

The English name is a transparent assembly: hit, mon and Lee, after Bruce Lee. The Japanese name, サワムラー (Sawamular), points to someone else: Tadashi Sawamura, the Japanese kickboxer who was a huge figure in the sixties and seventies. The distinction makes sense because both references do the same thing with their legs. The French name, Kicklee, mixes the two ideas without trying to hide it.

The trick is repeated with the other member of the pair, where the homage goes to a boxer instead of a kicker. Two consecutive Kanto Pokédex numbers, two real-life athletes behind them.

From the Dojo to the stat mechanic

In Red and Blue, you didn’t catch it. You earned it: after defeating the Fighting Dojo’s master in Saffron City, the game offered you a choice between this and Hitmonchan, one only, with no going back. It was one of the few irreversible decisions in that game, and it appeared halfway through, when the player already had a team and very little information to decide with.

The second generation changed the whole setup. Tyrogue turned that menu choice into a numerical condition, and added a third branch along the way. Now the decision is made by comparing two stats at the exact moment it reaches level 20, something you can influence with vitamins beforehand if you know what you’re doing.

The quiet change came with the split of Special. In the first generation, it had a single Special value of 35, which served for both attacking and defending: it was, quite literally, wet paper against any special attack. When the stat was split, Special Defense rose to 110 and Special Attack stayed at 35. Overnight, it went from dying to a Thunderbolt to taking one.

Reckless, and the price of missing

Reckless was its exclusive ability for a while, before the fifth generation distributed it more widely. It fits its movepool about as well as anything could: besides High Jump Kick, it has access to Double-Edge and Take Down through TMs, and to Endeavor, which brings the opponent’s HP down to match its own.

The problem with the set is arithmetic. A 130-power move boosted by the ability wipes out almost anything that doesn’t resist it, but missing costs its own HP, and 50 HP with 53 Defense leaves no room to pay twice. Against an opponent using Protect, the calculation goes straight bad. The safer alternative, Close Combat at level 36, removes the risk of missing and replaces it with defenses that keep dropping, which for a body like this is basically the same problem under another name.

That leaves the filler options, and it’s worth being honest here: Mega Kick at 32 and Axe Kick at 50 both hit for 120, and neither adds anything that the two main moves don’t already cover. Wide Guard, at level 21, is the most useful detail in the middle of the list, because it protects the whole team from spread-damage moves in double battles.

What it’s actually good for

Against a Machamp, the other pure Fighting type from Kanto, the difference is durability: that one can take hits, while this one can’t take any. The practical reading is that you have to bring it in after something goes down, not switch it in halfway through a turn.

It gives 2 Attack EVs when defeated, so it also works as a training target for physical attackers. Its current base experience is 159; in the first four generations it was lower, and it went up with the general rebalance in the fifth.

TCG cards

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