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Shadow Hitmonchan counters

#0107
fightingShadow Tier 5
Lobby CP
37,091
Attack
170
Defense
173
HP
15,000
Raid timer
5 min
300s

Caught CP range 1,210 - 1,332.

Hitmonchan weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Hitmonchan is weak to flying1.6xpsychic1.6xfairy1.6x

  • Weak (3)
  • Neutral (12)
  • Resists (3)

It resists rock0.625xbug0.625xdark0.625xβ€” bringing one of those is throwing damage away.

Best Hitmonchan counters

Hitmonchan needs about 5 trainers with Pokemon of this strength. Bring everybody. Difficulty rating 4.06 with the best counter, 19:10 to win.

Trainers5full lobby
#AttackerMoveset
1Salamencedragonflyingjoint top pickdragonDragon TailflyingFly3,74919:104.066.027.8%
2Toucannonnormalflyingjoint top pickflyingPeckflyingBeak Blast2,68918:473.986.028.4%
3EspeonpsychicpsychicConfusionpsychicPsychic3,17019:494.206.026.9%
4MetagrosssteelpsychicpsychicZen HeadbuttpsychicPsychic3,79120:344.355.925.9%
5AlakazampsychicpsychicConfusionpsychicPsychic3,05719:594.236.026.7%
6BraviarynormalflyingflyingAir SlashflyingFly3,08819:564.226.026.8%
7StaraptornormalflyingflyingWing AttackflyingFly2,82519:454.186.027.0%
8Hisuian BraviarypsychicflyingpsychicZen HeadbuttflyingFly2,81420:594.445.825.4%
9GardevoirpsychicfairypsychicConfusionpsychicPsychic3,09321:424.595.924.6%
10GalladepsychicfightingpsychicPsycho CutpsychicPsychic3,09321:344.576.024.7%
11HatterenepsychicfairypsychicPsycho CutpsychicPsychic2,82922:004.666.024.2%
12HonchkrowdarkflyingflyingPeckflyingSky Attack2,71121:054.466.025.3%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Hitmonchan.

Estimator is how many trainers of this strength the fight needs. Power is the share of Hitmonchan's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

Hardest movesets to raid against

The boss rolls one of these 10 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1fightingCounter+iceIce Punchhardest20:044.256.090%
2steelBullet Punch+iceIce Punch20:014.245.894%
3fightingCounter+fightingClose Combat20:014.246.096%
4steelBullet Punch+fightingClose Combat19:504.206.096%
5fightingCounter+fireFire Punch19:404.166.094%
6fightingCounter+electricThunder Punch19:404.166.090%
7steelBullet Punch+electricThunder Punch19:404.166.094%
8steelBullet Punch+fireFire Punch19:354.156.094%
9steelBullet Punch+fightingPower-Up Punch19:244.116.0100%
10fightingCounter+fightingPower-Up Punch19:204.096.0100%

A raid boss rolls only its standard movepool β€” never a legacy or Elite TM move, verified against Pokebattler's own per-moveset list for six reference bosses. The ranked table above averages over all of these, which is what Pokebattler's DEFENSE_RANDOM_MC means.

What Hitmonchan throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
fightingCounterSTAB13+91.0s0.80s
steelBullet Punch10+111.0s0.40s

Charged moves

MovePowerEnergyDurationHits at
fightingClose CombatSTAB105-1002.5s1.20s
fightingPower-Up PunchSTAB50-332.0s1.70s
fireFire Punch50-332.0s1.30s
iceIce Punch50-332.0s1.40s
electricThunder Punch50-332.0s1.90s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
6/6/6floor1,2101,512
7/7/71,2231,529
8/8/81,2361,546
9/9/91,2501,562
10/10/101,2631,579
11/11/111,2771,596
12/12/121,2911,613
13/13/131,3041,631
14/14/141,3181,648
15/15/15hundo1,3321,665

Caught CP range 1,210 - 1,332, or 1,512 - 1,665 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 6/6/6 β€” a Shadow raid's floor is 6, not the usual 10. Anything outside the first range is not this raid's reward.

Shadow raid floor. A Shadow Raid encounter rolls a minimum of 6/6/6, so this band starts at 1,210, not at the 1,263 a 10/10/10 catch would give. pokebattler.com's own page for a Shadow boss prints that 10/10/10 value as its floor β€” it is applying the standard-raid rule β€” so expect its range to start 53 CP higher than this one. LeekDuck's published band agrees with the table above.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Hitmonchan is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
193
Game Master
Base Defense
197
Game Master
Base Stamina
137
ignored by a raid boss
Tier CPM
0.82
15,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((193 + 15) x 0.82)170Game Master base Attack, tier CPM
Defensefloor((197 + 15) x 0.82)173Game Master base Defense, tier CPM
HP15,000 β€” fixed by tier, base Stamina 137 unused15,000tier HP pool
Lobby CPfloor((193 + 15) x sqrt(197 + 15) x sqrt(15,000) / 10) β€” no CPM term37,091Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.82, 15,000 HP, 300s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Hitmonchan's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.