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Hitmonchan   

Level-Up AttacksAll | DPP | RSE/FRLG | GSC | RBY
DPP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1 1 Revenge Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. Physical Damage Fighting 60 100%
1 1 Comet Punch 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. Physical Damage Normal 18 85%
6 6 Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
11 11 Pursuit 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. Physical Damage Dark 40 100%
16 16 Mach Punch Usually goes first. Physical Damage Fighting 40 100%
16 16 Bullet Punch Usually goes first. Physical Damage Steel 40 100%
21 21 Feint Almost always goes first. If the target does not use Protect or Detect, this move fails. Physical Damage Normal 50 100%
26 26 Vacuum Wave Usually goes first. Special Damage Fighting 40 100%
31 31 Fire Punch Has a 10% chance to burn the target. Physical Damage Fire 75 100%
31 31 Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
31 31 ThunderPunch Has a 10% chance to paralyze the target. Physical Damage Electric 75 100%
36 36 Sky Uppercut Also hits targets in mid-air via Fly or Bounce. Physical Damage Fighting 85 90%
41 41 Mega Punch Damages the target. Physical Damage Normal 80 85%
46 46 Detect 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. Other Damage Fighting N/A N/A
51 51 Counter 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. Physical Damage Fighting Var Dmg 100%
56 56 Close Combat Lowers the user's Defense and Special Defense by 1 stage. Physical Damage Fighting 120 100%

Other Games Level-Up Attacks:
XDMoveEffectTypePwrAcc
38 Helping Hand Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. Normal N/A N/A

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