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Thread: Community POTW #112

  1. #1
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    Default Community POTW #112

    Time for the next Pokémon of the Week. This time, we've been given the selection of an incredibly common Pokémon on VGC teams



    Hitmontop is the more commonly seen of the Hitmon-family, and is capable of quite a lot. Even outside its usual Fake Out use, it can be a very formidable Pokémon.

    http://www.serebii.net/pokedex-bw/237.shtml

    Go nuts

  2. #2

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    Ability: Technician
    Item: Focus Sash
    Moves: Fake Out, Rock Slide, Close Combat, Agility
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    Hitmontop @ Life Orb
    Technician
    Adamant
    252 Hp/252 Atk/4 Def
    -Fake Out
    -Sucker Punch
    -Rapid Spin/Bullet Punch
    -Mach Punch

    The most reliable revenge killer available IMO. Fake out takes about 33% from an average sweeper like starmie, latios, which it finishes of with Sucker Punch. Rapid Spin can support, while Bullet Punch gets Gengar weakened b4 the sub. Mach Punch is the STAB move of choice that KO's Terrakion after SR and a layer of Spikes.

    Other options:
    Bulk Up
    Triple Kick


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    Eh, I think I've used Hitmontop somewhere in my RMTs which I made *searches*

    Oh, scratch that. I've used it on two teams before! *gets hyped up*

    Right, hmm, Hitmontop has really good abilities, as a cool little opener. Intimidate and Technician are both godly good. Anyways, this gives Hitmontop a lot of options. I'm gonna go for the spinner first:

    Rapid Spin Hitmontop (you don't say?)
    Hitmontop @ Leftovers
    Ability: Intimidate
    Nature: Impish
    EVs: 252 HP/252 Def/4 Atk
    - Rapid Spin
    - Foresight
    - Sucker Punch/Stone Edge
    - Close Combat

    Ya-di-ya di. Spin + Foresight = yay. Sucker Punch deals with attacker ghost, while Stone Edge rips through Chandelure. Close Combat is stab. although 40 hp sucks, it has good def (with Intimidate) and sp.def to work with.

    And, techni-top! Duh

    Hitmontop @ Life Orb
    Ability: Technician
    Nature: Adamant/Jolly
    EVs: 252 Atk/252 HP/4 Def
    - Fake Out
    - Mach Punch/Bullet Punch/Pursuit
    - Close Combat
    - Stone Edge/Sucker Punch

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    Quote Originally Posted by OceanicLanturn View Post
    Eh, I think I've used Hitmontop somewhere in my RMTs which I made *searches*

    Oh, scratch that. I've used it on two teams before! *gets hyped up*

    Right, hmm, Hitmontop has really good abilities, as a cool little opener. Intimidate and Technician are both godly good. Anyways, this gives Hitmontop a lot of options. I'm gonna go for the spinner first:

    Rapid Spin Hitmontop (you don't say?)
    Hitmontop @ Leftovers
    Ability: Intimidate
    Nature: Impish
    EVs: 252 HP/252 Def/4 Atk
    - Rapid Spin
    - Foresight
    - Sucker Punch/Stone Edge
    - Close Combat

    Ya-di-ya di. Spin + Foresight = yay. Sucker Punch deals with attacker ghost, while Stone Edge rips through Chandelure. Close Combat is stab. although 40 hp sucks, it has good def (with Intimidate) and sp.def to work with.

    And, techni-top! Duh

    Hitmontop @ Life Orb
    Ability: Technician
    Nature: Adamant/Jolly
    EVs: 252 Atk/252 HP/4 Def
    - Fake Out
    - Mach Punch/Bullet Punch/Pursuit
    - Close Combat
    - Stone Edge/Sucker Punch
    Foresight is such a waste of a moveslot.. Anticipate the switch to a ghost, and continue with Stone Edge, then clear the field..

    Oh, and before anybody goes any further, we need a TopSpin reference here, or something like Prince of Tennis-like reference..
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    VGC set:

    Hitmontop@ Fighting Gem
    Intimidate
    Adamant/Jolly
    EVs: 252 att/252 speed/4 HP
    Fake Out
    Close Combat
    Sucker Punch
    Detect

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    Quote Originally Posted by Locormus View Post
    Foresight is such a waste of a moveslot.. Anticipate the switch to a ghost, and continue with Stone Edge, then clear the field..

    Oh, and before anybody goes any further, we need a TopSpin reference here, or something like Prince of Tennis-like reference..
    Yeah, but not every ghosts get 1HKO'd immediately by Stone Edge. And when you ahve like, 3 layers of spikes and stealth rock on your side, you want to clear them ASAP. (Don't ask me how they set up on you though :P)

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    Ability Analysis
    Intimidate - A solid Ability, especially with the Tyrogue-tree's lower Defense compared to Sp.Def. Hitmontop can help his team tank-n-spank pretty well, but suffers from Base 50 HP. Even so, it's pretty good for Doubles & Triples.

    Technician - Another solid Ability, especially with Hitmontop's multitude of Base 60-and-under Power Moves. Triple Kick can smash through Substitutes much faster thanks to that and the other STAB Moves boosted by Technician are also quite lovely - Rolling Kick, Low Sweep, Mach Punch, and Revenge. Bulldoze is also of notable use over Earthquake with this Ability due to Base 70 Speed being aided by Bulldoze's guaranteed Speed Debuffs.

    Steadfast - Dream World Ability. Kinda noteworthy, but is paled in comparison by the other two Abilities and Hitmontop's Base 50 HP. Raising your Base 70 Speed is a good idea since you can't tank too many hits with Base 50 HP, but you do have to take a hit (usually from an opponent you either outspeed already or will never survive against long enough to outspeed) and Flinch from the hit to activate it.
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    Topper
    Intimidate w/ Life Orb/Muscle Band/Focus Band/Focus Sash
    Adamant w/ 252 Attack, 128 Defense, 130 Sp Defense
    Close Combat
    Stone Edge/Aerial Ace
    Drill Run
    Endeavor/Rapid Spin

    Tech
    Technician w/ Life Orb/Muscle Band/Scope Lens/Focus Band/Focus Sash
    Adamant w/ 252 Attack, 128 Defense, 130 Sp Defense
    Rolling Kick/Triple Kick/Low Sweep
    Aerial Ace
    Bulldoze
    Rapid Spin/Endeavor

    Partners:
    Tyranitar/Defiant Bisharp/Metagross
    Helping Hand-users

    Countering:
    High Defense and Attack with physical Psychic/Flying-type moves like Metagross, Dragonite, Gliscor, Flame body Chandelure, Acrobatics & Flying Gem Scizor, Aerial Ace Armaldo/Crustle/Escavaleir/Durant, Dusknoir, or will-o-wisp Spiritomb.
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    Counters:

    The Pokemon that counter Hitmontop are entirely dependent upon what set it's running. Ghost types get precedence, as not only are they immune to Hitmontop's STAB, but they block rapid spin as well, barring Foresight sets. Cofagrigus gets special mention, as it is bulky enough to eat a Stone Edge or two, and instantly cripple it with Will-o-Wisp. Once burned, all your team will really have to worry about from Hitmontop is Rapid Spin, as its crippled attack won't be bothering anyone. TechniTops also lose Technician when they try to fight back against Cofagrigus, which can be an annoyance (albeit icing on the cake). Dusclops is in the same boat, able to take a hit or two due to its defenses and Eviolite, and shut it down with Will-o-Wisp. Sableye's Prankster can practically guarantee a burn if Hitmontop stays in on it, but it must be wary as its relative frailty makes it unable to take repeated Stone Edges from an unburned Hitmontop, meaning it won't be able to switch into it reliably.

    Without Stone Edge, bulky flying types such as Zapdos and Gligar will wall it all day long, and threaten to KO it with ease. However, Hitmontop can surprise many of its would-be counters by carrying Toxic, which things like Zapdos and Cofagrigus hate. Gligar, however, isn't bothered when carrying Immunity, and takes pittance from anything Hitmontop can throw at it due to Eviolite bulking it up.

    Nidoking and Nidoqueen also make surprisingly good counters to offensive variants of Hitmontop; they resist both Stone Edge and Close Combat, are immune to Toxic, and with Sheer Force behind them, they can manage to punch holes in Hitmontop or force it out. They don't really fear anything Hitmontop carries except the rare Bulldoze. Obviously they're not going to be blocking Rapid Spin though, so don't rely on them to keep entry hazards on the field.

    And of course, fast Psychic types such as Azelf and Mew can revenge kill Hitmontop without too much difficulty, though they have to watch for Sucker Punches, especially Azelf. Mew, however, can be a bit trickier for Hitmontop, as if it bluffs an attacking variant to draw out Sucker Punch, but Will-o-Wisps instead, then Hitmontop can consider itself royally screwed. Slowbro isn't exactly fast enough to revenge kill (far from it), but it is bulky enough to survive even a Sucker Punch, and then tear Hitmontop apart with Psyshock. It can also bluff to give itself time to set up Calm Mind as well.

    Using it in OU opens up a whole new load of counters as well, which it has to deal with in the VGC. Metagross will make its life a nightmare, as it's immune to Intimidate, takes little damage from any of Hitmontop's attacks, and can easily pick it off with a Zen Headbutt. As very few VGC Hitmontops seem to carry Stone Edge, flying types such as Tornadus, Thundurus, and Gyarados can all tear it a new one without taking much damage themselves. Tornadus and Thundurus will blow it off the field in the blink of an eye, while Gyarados's intimidate can soften up Hitmontop's blows as well. Cresselia also has very little to worry about from Hitmontop, as its bulk allows it to endure Sucker Punch and bite back with Psychic.

    tl;dr - Use Ghost Types first and foremost; they'll block the Rapid Spin and burn the usefulness right out of Hitmontop. Offensive variants lack the raw power of other physical attackers in the metagame, so it's not too difficult to wall, especially if it lacks coverage.
    Last edited by KillerDraco; 17th February 2013 at 9:58 PM.
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  11. #11
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    Default AgiliTop

    I think I have a good suggestion for the movesets. I'd like called it "AgiliTop"

    Hitmontop@Expert Belt/Life Orb
    Ability: Steadfast/Intimidate
    EVs: 80 HP/252 Atk/176 Speed or 252 Atk/252 Spd/4 Def
    Jolly Nature (+Spd, -SAtk)
    -Agility
    -Close Combat/Hi Jump Kick
    -Earthquake/Bulldoze
    -Stone Edge/Bullet Punch/Aerial Ace

    I came up with this suggestion so that way hitmontop will have more speed with 3 agilities and every time hitmontop flinches it's speed increases.

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    Hitmontop is quite a good Pokemon. However, that's the inherent problem. It's good, but that's it. Today, "good" isn't good enough.
    The problem lies in two major places: the first is stats. Hitmontop's HP leaves much to be desired. The second is the other options. Hitmontop doesn't as hard as certain threats and doesn't take hits as well as certain threats. Because of this, Hitmontop gets benched often.
    Hitmontop does have some things going for it though. The first is access to Rapid Spin and Foresight. This makes Hitmontop able to Rapid Spin on Ghosts that try to block spinners. The second is Hitmontop's two excellent abilities. For defense, Intimidate will do wonders while Technician works with moves like Pursuit, Mach Punch, the aforementioned Rapid Spin, and Fake Out. All in all, Hitmontop has pinch value.
    Consider Hitmontop for your team, but ask yourself: Do you need Hitmontop's services? If not, look elsewhere. Otherwise, Hitmontop can make the difference between victory and defeat.

    Dreidal, Dreidal, I made out of Clay!
    Nature: Impish
    Ability: Intimidate
    EVs: 252 HP and defense, 4 speed
    @: Leftovers

    Rapid Spin
    Foresight/Toxic
    Sucker Punch/Stone Edge
    Triple Kick/Close Combat

    The standard Rapid Spin set. I prefer Triple Kick over Close Combat because I don't want something defensive lowering its own defenses. It's counter-productive. But if you want the power, go ahead and use Close Combat.

    Try Giving this set a Whirl
    Nature: Adamant
    Ability: Technician
    EVs: 252 attack and HP, 4 defense
    @: Life Orb

    Fake Out
    Mach Punch
    Pursuit
    Triple Kick/Close Combat

    Pretty similar to Scizor in function, yet so different. Fake Out is free damage, Mach Punch deals heavy damage, Pursuit hits runners, and Triple Kick is a power source. Close Combat still out-powers Triple Kick, but I prefer Triple Kick's non-stat drops on a Pokemon like Hitmontop.
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    I'll go to the standard VGC sets

    Topmohth
    @fighting gem
    intimidate
    Adamant
    252 att,252 hp, 4 spdef
    fake out
    wide guard/detect
    Stone edge/sucker punch
    Close combat

    Good for a reason. this is half of the evil topmoth combo. fake out is nasty to TR users. detect gives durability, but wide guard prtects your moth from surf and rock slide. it helps against explosion users. Stone edge prevents enemy topmoths, but sucker punch can cause serious damage to latios. fighting gem close combat is destructive.

    other options. helping hand ,feint,mach punch, Tchnitop
    HH lets allies score ohkos
    feint can be nasty when timed perfectly, and can finish of foes at the las minute.
    mach punch is weaker than cc, but no stat down, and has priority
    Technitop is a beast in VGC, cauing alot of pain. techni fake out hits hard
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    I have a feeling who the moth is in the "Top-moth" combo. Does that name start with a V?

    The only moves Top can use are those in the Tyro-tree's pool. Do note that egg moves are incompatible with Steadfast Ability, as they're male only. Not that you want a Steadfast set anyways. Speaking of which, how did Endeavor make it into those sets?
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    In double battles, the easiest way to handle Hitmontop itself is to have a psychic or flying type with good STAB and high special attack, such as Latios, who can handle it with Psystrike. Inner Focus Dragonite is notable on rain teams, as it won't be forced to flinch and can hurt it with STAB Hurricane.

    But, generally, the pokemon you'll have to worry about on the first round is the one that Hitmontop is supporting. This makes Infernape and Mienshao options, as they can pull off a fake out before Hitmontop can, and allow a teammate to handle the pokemon you don't make flinch. However, neither of these enjoy the effects of Intimidate much, Infernape can just shrug it off and heatwave, the top has high special defense.

    You could also have both teammates use protect on the first round, but if Hitmontop is supporting something like a trick room or tailwind user, you won't want to do that as much. Likewise, if at all possible, you could have both pokemon use a move that'd OHKO or cripple Hitmontop's teammate, so that no matter which one it uses Fake Out on, it's teammate can't preform it's job, though I don't feel this'll happen as much.
    Last edited by Zachmac; 17th February 2013 at 8:48 PM.

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    Aw yiss, Hitmontop.
    Favorite Pokemon besides Pansage, time for a serious writeup

    Overview

        Spoiler:- Overview:


    Abilities

        Spoiler:- Abilities:


    Movesets

        Spoiler:- Movesets:

    Other Options:

        Spoiler:- Other:

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  17. #17
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    Hitmontop has a lot of options on his side and can get quite a few advantages coming from his abilities and priority and status moves. He is a viable rapid spinner and a decent attacker because of technician and intimidate, so he can pull off some good sets. I'm going to list his other options before the sets: fake out, earthquake, bullet/mach punch, stone edge, quick attack, rock slide, gyro ball, rock slide, bulldoze, endeavor, close combat, counter, and revenge to name a few. And now for the sets of this eternal hand stander(or head stander):

    How have I not lost my balance yet?
    Ability:technician/intimidate
    Item:any that suit your needs
    Nature:any
    Moves:
    Pursuit
    Triple kick
    Rapid spin
    Drill run

    This set mainly benefits from technician, but intimidate works as well. Pursuit is for your fast psychic trying to take you out fast, and gets tech boost, as does rapid spin and triple kick. Rapid spin is for annoying entry hazards that tick you off. Triple kick is Hitmontop's signature move and, while seems weak with 10 base power, it gets tech and stab boost, and on top of that, the base 10 doubles on its own after each consecutive kick(10 on first, 20 on second, 40 on third). Drill run is good for the high critical hit rate, and gets decent coverage.

    That bull just keeps on kicking
    Ability:technician
    Item:kings rock
    Nature:any
    Moves:
    Blaze kick
    Triple kick
    Rolling kick
    Low sweep

    Low sweep and rolling kick, because of technician and stab, end up with 180 base power and an added effect. Rolling kick has a 30% chance of flinch, and with kings rock, adding 20%, is a massive 50% flinch chance. Low sweep has a 100% speed lowering chance, and helps bring that flinch chance into play. Triple kick does the same thing as before. Blaze kick has a high crit rate, and is more powerful than drill run.

    Some of these moves are egg moves. To get them, breed say, a Hitmonlee with blaze kick with a Ditto, and you will get a Tyrogue with blaze kick. The same thing applies with Hitmonchan and Hitmontop. This is the only way to get these moves.

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  18. #18
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    Hitmontop is irritating, if you are not prepared for it... I've never actually made a set for one because it has never fit in my teams. However when I've faced it, it was quite annoying. Too bad for Hitmontop that I have an extremely bulky Whiscash.

    Counters
    The easiest way to deal with Hitmontop is to send in a ghost type when it tries to Fake Out on the first turn (everyone always does). However, you do have to be careful, you may get Sucker Punched to death afterwards. Also, your opponent might forsee your switch and use stone edge. You could switch to a rock or steel type to take the hit, but you would probably get smashed by Close Combat later, as most of the sets do have.

    Most, if not all, of the Hitmontop that I've faced have had the following set:
    Fake Out
    Close Combat
    Rapid Spin
    Sucker Punch

    Usually, I send in a Gengar or Whiscash against this thing on the first turn so Fake Out doesn't hurt a potential sweeper. Gengar, and other ghosts can kill Hitmontop easily as long as they doesn't use any direct attacks. Will-o-Whisp is a good example (No Guts ability to worry about.) You can also just attack directly, get thwomped by Sucker Punch, survive by that secret Focus Sash you are holding, then kill it.

    Basically, anything bulky and wall-like will do the trick. Hitmontop's Attack stat is decent, and it has some pretty good moves, but it's not all that scary. It's just very annoying when you've set up your Stealth Rocks and this thing wipes them out. You just need to plan your moves out, and Hitmontop won't be that much of a pain to deal with.
    Last edited by jon199; 18th February 2013 at 10:02 AM.


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  19. #19
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    Quote Originally Posted by Locormus View Post
    Foresight is such a waste of a moveslot.. Anticipate the switch to a ghost, and continue with Stone Edge, then clear the field..

    Oh, and before anybody goes any further, we need a TopSpin reference here, or something like Prince of Tennis-like reference..
    It is actually viable you can garntee a spin or hit a ghost with you STAB (you know.. gengar isn't the only ghost out there and if you know there's a gengar then yes use stone edge.


    I didn't like him in OU he was too easy to kill and barely spinned something in UU he is better though..
    intimidate and technican are both viable.


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  20. #20
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    Quote Originally Posted by Zachmac View Post
    In double battles, the easiest way to handle Hitmontop itself is to have a psychic or flying type with good STAB and high special attack, such as Latios, who can handle it with Psystrike. Inner Focus Dragonite is notable on rain teams, as it won't be forced to flinch and can hurt it with STAB Hurricane.

    But, generally, the pokemon you'll have to worry about on the first round is the one that Hitmontop is supporting. This makes Infernape and Mienshao options, as they can pull off a fake out before Hitmontop can, and allow a teammate to handle the pokemon you don't make flinch. However, neither of these enjoy the effects of Intimidate much, Infernape can just shrug it off and heatwave, the top has high special defense.

    You could also have both teammates use protect on the first round, but if Hitmontop is supporting something like a trick room or tailwind user, you won't want to do that as much. Likewise, if at all possible, you could have both pokemon use a move that'd OHKO or cripple Hitmontop's teammate, so that no matter which one it uses Fake Out on, it's teammate can't preform it's job, though I don't feel this'll happen as much.
    Metagross and Defiant... really anything with Defiant, can also counter Hitmontop pretty hard in doubles.
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