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.