Keen Eye: Pokemon's Accuracy cannot be reduced by the opponent.
[Field Action - EMERALD ONLY] If this Pokemon is in the lead spot, the rate of low-levelled wild Pokemon battles decreases.
Diamond & Pearl
Keen Eye: Pokemon's Accuracy cannot be reduced by the opponent.
[Field Action] If this Pokemon is in the lead spot, the rate of low-levelled wild Pokemon battles decreases.
Diamond & Pearl
Iron Fist: The power of the attacks Comet, Mach, Bullet, Thunder, Ice, Fire, Mega, Focus and Drain Punch, as well as Sky Uppercut, are increased by 20%.
While apparently doing nothing, it fires punches in lightning fast volleys that are impossible to see.
Blue
Yellow
Punches in corkscrew fashion. It can punch its way through a concrete wall in the same way as a drill.
Gold
Its punches slice the air. However, it seems to need a short break after fighting for three minutes.
Silver
Its punches slice the air. They are launched at such high speed, even a slight graze could cause a burn.
Crystal
To increase the strength of all its punch moves, it spins its arms just before making contact.
Ruby
HITMONCHAN is said to possess the spirit of a boxer who had been working towards a world championship. This POKéMON has an indomitable spirit and will never give up in the face of adversity.
Sapphire
Emerald
A HITMONCHAN is said to possess the spirit of a boxer who aimed to become the world champion. Having an indomitable spirit means that it will never give up.
FireRed
The spirit of a pro boxer has infused this POKéMON. It throws punches that are faster than a bullet train.
LeafGreen
While apparently doing nothing, it fires punches in lightning fast volleys that are impossible to see.
Diamond
The arm-twisting punches it throws pulverize even concrete. It rests after three minutes of fighting.
Pearl
Stadium 1
Adept at punching invisibly quick at bullet-train speed. It takes a break every three minutes as it moves around.
Stadium 2
Its punches slice the air. However, it seems to need a short break after fighting for three minutes.
TCG
Hitmonchan: Its punches are blindingly fast, but it can only fight for three minutes before tiring and needing to rest.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times.
Almost always goes last; if an opponent strikes with a Normal- or Fighting-type attack before the user's turn, the user retaliates for twice the damage it had endured.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times.
Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times.
Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Physical attack and cannot hit the user's teammate.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times.
If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out.
Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Detect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance.
Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Physical attack and cannot hit the user's teammate.
This move ensures that the user's next attack will hit against its current target. Even if the user switches out, its replacement's next move will always hit too. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig or Fly, as well as Pokemon behind a Substitute.
Removes Spikes and Leech Seed from the user's side of the field; also frees the user from Bind, Clamp, Fire Spin, Whirlpool and Wrap. These side effects do not occur if the move misses or is used against Ghost-type Pokemon.
This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Mind Reader fails against Pokemon in the middle of using Protect, Detect, DigFly, Bounce or Dive, as well as Pokemon behind a Substitute.