Hitmontop @ Fighting Gem
Intimidate, Jolly Nature
252 Attack, 252 Speed, 6 HP
~ Close Combat
~ Fake Out
~ Sucker Punch
~ Agility
Hitmontop @ Fighting Gem
Intimidate, Jolly Nature
252 Attack, 252 Speed, 6 HP
~ Close Combat
~ Fake Out
~ Sucker Punch
~ Agility
Ryan's PokAnalysis
Hitmontop is one cool Pokemon. One of the few bulky Fighters that is worth using in standard, it's got a bunch of things that it can do. Also making it that much more important in this meta compared to 4th gen, mainly because of Pokemon like Ferrothorn. Having two kickass Abilities in Technician and Intimidate also goes a long way for it. Its defenses are nice, especially its Special Defense, but it's a shame that it's counteracted by its bad HP. Oh well, if you need an example of how to work with 50 base HP, just look to Rotom-A, so I guess it could be worse. Its Attack stat is also a doozy for a Pokemon this bulky, at base 95. It's one Pokemon that screams support, but it can also go on the offensive, or stall, or...well just give it a shot and try out all of the things it can do.
Abilities
Technician: An amazing Ability. Hitmontop has a move pool tailored to abusing this and its other commonly used Ability, although with Technician you get far more powerful Fake Outs, Mach Punches, Bulldozes, stuff like that. It's awesome.
Intimidate: Another great one. It allows it to sponge some physical hits in conjunction with that good Defense and resistances to Bug, Dark and all that. In other words, shutting down many physical attackers simply by switching in on them. I like it a lot for bulky support sets.
Steadfast: A good Ability that is wasted on Hitmontop. Its Speed sucks, so even at +1 it wouldn't go very fast, especially since most of the flinching attacks thrown at Hitmontop are Air Slash. If you're considering this, it's probably for an offensive set so just go with Technician.
Basic Technician set that I figured I'd post because no one did it the way I had it
Hitmontop, Down Low Is Not Cool
- Fake Out
- Hi Jump Kick / Low Sweep
- Stone Edge / Sucker Punch
- Mach Punch
Item Attached: Life Orb / Sitrus Berry
Ability: Technician
EVs and Nature:
252 HP / 252 Atk / 4 SDef
Adamant Nature (+Atk, SAtk)
Standard Technitop, standard terrible attempt at a PokePun. Technician Fake Out always gives you a nice leg up on the competition, perhaps allowing for a KO the next turn. Hi Jump Kick puts a dent in the opponent, but it does have the chance to sacrifice some of Hitmontop's bulk, which it really could use; if you don't want to lose the bulk, there's also Low Sweep, which gets a Technician boost and can bring down the Speed to levels that even let Hitmontop beat certain Pokemon on the ensuing turn. Sucker Punch catches Psychics and Ghosts before they attack, but for the "sure thing" you can instead use Stone Edge. Finally, Hitmontop's Mach Punch boosted by Technician is so powerful that it beats Conkeldurr in power. Instant power like that is very much appreciated.
And here's my typical "no one else has posted this yet so here" set
New Endeavors
- Endeavor
- Mach Punch
- Sucker Punch
- Close Combat / Rapid Spin
Item Attached: Focus Sash
Ability: Technician
EVs and Nature:
4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
Hitmontop gets the Endeavor-priority combo, so it might as well use it, as if you don't invest in its defenses or HP then Hitmontop actually takes a lot of damage. Enter Hitmon-sash. Assuming the Sash kicks in, Endeavor brings the opponent down to 1 HP, where you can then pick them off the next turn with either Sucker Punch or Mach Punch. Speaking of Sucker Punch, there's your lone Defense against Ghosts, albeit an effective one. Close Combat to further lower Hitmontop's defenses, bringing it closer to 1 HP, and Rapid Spin gives it utility when
its Focus Sash becomes useless.
Other Options
Bulk Up, Revenge, Triple Kick, Gyro Ball, Aerial Ace, ResTalk, Covet, Agility, Counter, Rock Slide, Bulldoze, Choice Band.
Bulk Up can pay some serious dividends if you can pull off the boosts.
Revenge has the potential to be Hitmontop's most powerful attack, but that requires Hitmontop to take a hit, which makes it less appealing.
Triple Kick gets a mention to say you shouldn't use it. You're sacrificing 10 accuracy and a secondary effect for a multi-hit attack to hit Substitutes - too much to lose.
Gyro Ball is cool because you can cut back Hitmontop's Speed through IVs and Nature for a nicely reliable attack that gets surprisingly good neutral coverage with Hitmontop's STAB.
Aerial Ace is a dark horse option for Technician Hitmontop for Pokemon like Heracross who would otherwise give offensive Hitmontop serious issues. It gets the Technician boost as well, making it very usable.
Hitmontop isn't the best Pokemon for Rest / Sleep Talk, as it's a Fighting-type, but it's far from the worst.
Covet is gimmicky, but usable as it has 90 power (including the Technician boost) and swipes the foe's item - a nice surprise tactic.
Wanna try a sweep? Agility is there for Hitmontop to use. It's got some powerful Fighting moves like Hi Jump Kick, but its bro Hitmonlee sweeps better thanks to higher Attack + Unburden.
Counter is another surprise tactic that could work with the Sash set to outright KO a physical threat instead, but Hitmontop needs all the moveslots it can get.
Rock Slide is a weaker but more reliable Stone Edge.
Bulldoze gets a Technician boost and is a nice Alternative to Earthquake as for 10 base power you're gaining the ability to lower your opponent's sweep.
Choice Band gets a mention as a capable replacement for a Life Orb.
Partners
Bisharp is a good one. It's immune to Psychic attacks, resists Flying, and can set up Stealth Rock to deter Flying-types. Another is Sigilyph, who can take status for Hitmontop, has Magic Guard to buy you time to prepare to spin away the hazards, and Hitmontop can take Rock-type and Dark-type attacks almost effortlessly. Fliers like Yanmega and Zapdos always appreciate not having Stealth Rock on the field. I'm sure there are a bunch of others, but they're not coming to me right now.
Countering Hitmontop
Hitmontop is by no means a wall unless it gets a couple of Bulk Up boosts, so enough repeated attacks will eventually bring Hitmontop down. Ghosts like Cofagrigus are a good starting point, blocking Rapid Spin as well as Endeavor and surviving a Sucker Punch to burn Hitmontop and laugh as it dies a painful death; however, they have to watch out for Toxic. Mew also effortlessly counters Hitmontop aside from the dastardly Toxic and Sucker Punch. If it resists Fighting, it can use Hitmontop as set-up fodder. Gallade, Slowbro, Nidoqueen, Toxicroak, Volcarona, you name it. Alternatively, any Pokemon capable of burning Hitmontop with Will-O-Wisp, even Heatran, can successfully shut it down, and even throw Stealth Rocks in its face. Hitmontop is an offensive supporter and nothing more. If you're thinking it's a good wall or staller, expect to be disappointed greatly.
I've used this set before, and it is actually quite usable-
Hitmontop @ Wide lens
Ability- Intimidate
Nature- adamant
252 Hp/252 atk/ 4 spD
-High Jump Kick
-Stone edge
-Rapid spin
-Bulk up/ foresight
Wide lens increases the accuracy of stone edge and high jump kick, ensuring that the chances of it missing are minimal, High jump kick is also more damaging than close combat, and does not reduce your bulk
I'm just being creative here-
Hitmontop @ life orb
Ability- intimidate
Nature- jolly
252 hp/128 atk/128 speed
-substitute
-agility
-close combat
-stone edge/ sucker punch
252 hp and intimidate give Hitmontop some bulk to switch in without too much damage, 70 speed isn't too low and, by using agility, it can outspeed quite a few pokemon.
Last edited by T-Bolt; 19th February 2013 at 7:43 AM.
Hitmontop confuses me.... it always battle stanting on it's head.... Just like how mawile's back sprite is actually it's front!
That aside, Hitmontop is an excellent pokemon, While it doesn't have the strengh of hitmonlee's Hi-jump kick, nor the skirt of hitmonchan, it finds itself battling in the higher tiers unlike it's brothers. It has the lowest attack of it's trio but somehow, it is better than both of them! Hitmontop's main selling points are a very good bulk compared to the other two, good movepool tailored perfectly to fit both it's super amazing abilities.
Intimidate, lowers a pokemon's attack by one stage on the switch in... This is a great ability on defensive sets even offesive bulk up set cz it forces switches giving you to set up freely and safely.
Technician raises the power of moves that have 60 or lower base power... Hitmontop is one of the best user of this ability seeing the multitude of moves available in it's movepool including but not limited to: Mach punch, fake out, triple kick, rolling kick...
In addition to it's great offensive abilities, hitmontop, like it's brothers have access to a rare support move in rapid spin. From it's trio, it is easily the best user of the move as it's the bulkiest.
All in all, hitmontop is a solid choice to every team, though it has small HP it's defences are good enough to allow it take hits, it's speed is low, it has access to priority moves bypassing this small problem. It's special attack is non existant but i guess that means that it cannot use round or vacuum wave or mud slap... Use hitmontop, you won't be disappointed.
Hitmontop for the win & spin
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Hitmontop @Focus Band
Trait: Technician
Adamant Nature
~Endure
~Endeavor
~Agility
~Triple Kick
EV's: 252 Atk/4 Def/252 Speed
Hitmontop has great defense, but it's base HP is dreadful. This, however, means we can use one of Hitmontop's moves, Endeavor, to our advantage. Firstly, send it in against a wall with monstrous HP, such as Blissey. Use Agility once or twice (not for Blissey, for the sweeper that will most likely come in after Blissey) and now use Endeavor. Endeavor will bring it's amazing HP down to the terrible level yours is at. Now you can use the Technician-Boosted Triple Kick and do a sweep. Now, you are most likely going to face a sweeper. Once the sweeper comes out, you'll need to predict what will happen first. "Are they going to be able to OHKO me?" is what you must ask yourself. Hitmontop has great defenses, but again, it's HP is not even worth mentioning, so we mostly likely need to use Endure now (only if you are certain you won't survive otherwise). You'll survive with 1 HP thanks to Endure, and now you use Endeavor and their HP is now also at 1. Hitmontop has a Focus Band, so it may survive the next attack as well. Just use Triple Kick and if he survives, great. If not, send in a Pursuit user and finish of the opposing Pokemon.
My swarm of Ledyba will destroy your crops bwahaha
You never want to use Focus Band, it's just too unreliable. With only a 10% chance of working, the odds are stacked against you. It's a waste of an item, really.
Seems like you're trying to do a Pseudo-FEAR set, but that puts you at the mercy of Ghost types, who wall the set entirely. Hitmontop absolutely needs to have SOMETHING to deal with Ghosts, whether it's Stone Edge, Sucker Punch, Foresight, etc. Otherwise they'll shut Hitmontop down completely, and given his common role as a Rapid Spinner, Hitmontop's presence does cause Ghosts to switch in often.
Last edited by KillerDraco; 21st February 2013 at 9:58 PM.
I make no claim of being perfect or always right. Take everything I say with a grain of salt.
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Checks and counters
Pokemon that resist close combat and don't take too much from sucker punch are good to deal with it. Ghost types that can burn it are good options. Revenge killing it is another great way to defeat it
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