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Hitmonchan   

DP RSE & FRLG GSC RBY
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MethodNameEffectTypePPPwrAcc
Level-Up Agility Raises the user's Speed by 2 stages. Psychic 30 N/A N/A
TM/HM Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Normal 15 N/A 100%
Tutored Body Slam Has a 30% chance to paralyze the target. Normal 15 85 100%
TM/HM Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses or the target is a Ghost-type. Fighting 15 75 100%
TM/HM Bulk Up Raises the user's Attack and Defense by 1 stage each. Fighting 20 N/A N/A
Level-Up 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. Normal 15 18 85%
Level-Up 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. Fighting 20 Var Dmg 100%
Level-Up 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. Fighting 5 N/A N/A
TM/HM Double Team Raises the user's Evasion by 1 stage. Normal 15 N/A N/A
Tutored Double-edge The user receives 1/3 recoil damage. Normal 15 120 100%
Tutored Dynamicpunch Confuses the target. Fighting 5 100 50%
TM/HM Earthquake Power doubles when performed against Pokemon using Dig. Ground 10 100 100%
Tutored Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal 10 N/A N/A
TM/HM Facade Power doubles if the user is inflicted with burn, paralysis or poison. Normal 20 70 100%
Level-Up Fire Punch Has a 10% chance to burn the target. Fire 15 75 100%
TM/HM Focus Punch At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. Fighting 20 150 100%
TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal 20 Var BP 100%
Egg Move 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 20 N/A N/A
Egg Move Hi Jump Kick If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. Fighting 20 85 90%
TM/HM Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on type. Normal 15 Var BP 100%
Level-Up Ice Punch Has a 10% chance to freeze the target. Ice 15 75 100%
Level-Up Mach Punch Usually goes first. Fighting 30 40 100%
Tutored Mega Kick Damages the target. Normal 5 120 75%
Level-Up Mega Punch Damages the target. Normal 20 80 85%
Tutored Metronome The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Assist, Counter, Covet, Destiny Bond, Detect, Endure, Focus Punch, Follow Me, Helping Hand, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Thief, Trick or any move that the user already knows. Normal 10 N/A N/A
Tutored Mimic This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. Normal 10 N/A 100%
Egg Move Mind Reader 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, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. Normal 5 N/A 100%
Tutored Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 10 20 100%
TM/HM Protect 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. Normal 10 N/A N/A
Level-Up Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. Dark 20 40 100%
TM/HM Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. Water 5 N/A N/A
Egg Move Rapid Spin Removes Spikes and Leech Seed from the user's side of the field; also frees the user from Bind, Clamp, Fire Spin, Sand Tomb, Whirlpool and Wrap. These effects do not occur if the move misses or is used against Ghost-type Pokemon. Normal 40 20 100%
TM/HM Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Psychic 10 N/A N/A
TM/HM Return Power increases as user's happiness increases; maximum 102 BP. Normal 20 Var BP 100%
Level-Up 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. Fighting 10 60 100%
Tutored Rock Slide Has a 30% chance to make the target flinch. Rock 10 75 90%
TM/HM Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Fighting 15 20 100%
TM/HM Rock Tomb Lowers the target's Speed by 1 stage. Rock 10 50 80%
TM/HM Secret Power This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles and very shallow water), its Attack may be lowered by 1 stage while surfing on river or ocean water, its Defense may be lowered by 1 stage while diving underwater, its Speed may be lowered by 1 stage while surfing on pond water, its Accuracy may be lowered by 1 stage on beach and desert sand, it may flinch in caves, it may become confused on rocky outdoor terrain, it may be poisoned on ashy terrain and it may become paralyzed everywhere else (including link battles). Normal 20 70 100%
Tutored Seismic Toss Does damage equal to user's level. Fighting 20 Var Dmg 100%
Level-Up Sky Uppercut Also hits targets in mid-air via Fly or Bounce. Fighting 15 85 90%
Tutored Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Disabled attacks, Focus Punch, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Normal 10 Copy N/A
Tutored Snore Has a 30% chance to make the target flinch; fails if user is awake. Normal 15 40 100%
TM/HM Strength Damages the target. Normal 15 80 100%
Tutored Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Normal 10 N/A N/A
TM/HM Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. Fire 5 N/A N/A
Tutored Swagger Confuses the target and raises its Attack by 2 stages. Normal 15 N/A 90%
Tutored Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Normal 20 60 100%
Inherited Tackle Damages the target. Normal 35 35 95%
TM/HM Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold. Dark 10 40 100%
Level-Up Thunderpunch Has a 10% chance to paralyze the target. Electric 15 75 100%
TM/HM Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Poison 10 N/A 85%

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