Sapphire.
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QC Checks: Kushalos, radianthero156
GP Checks:
Overview
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Hitmontop faces a ton of competition, and usually, its job is done better by other Pokemon, especially Forretress as a defensive Rapid Spin user. However, it has incredible bulk and access to Intimidate. In addition, it has access to Rapid Spin and has a decent offensive presence as it sports a base 95 Attack, which Forretress does not. It also has access to priority from Sucker Punch, allowing it to pick off weakened foes. It also has a move that most Rapid Spin users yearn for, Foresight, which prevents identified Ghost-types from spin blocking. However, Hitmontop is not without its faults; it faces competition with other Rapid Spin users such as Blastoise and Starmie, which are more offensive. In XY, Defog was buffed, so now it removes hazards on both sides of the field, making Hitmontop hard to fit onto a team. Nonetheless, Hitmontop can be a worthwile addition to certain teams.
Rapid Spin
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name: Rapid Spin
move 1: Rapid Spin
move 2: Close Combat
move 3: Toxic / Foresight
move 4: Sucker Punch / Stone Edge
ability: Intimidate
item: Leftovers
evs: 248 HP / 252 Def / 8 SpD
nature: Impish
Moves
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Rapid Spin is obviously the most important move, allowing Hitmontop to remove entry hazards from your side of the field. Close Combat prevents Hitmontop from being total Taunt bait, and also serves as its STAB attack. The third move is a toss up. Toxic is the preferred option, putting a timer on walls or deadly sweepers. However, Foresight allows Hitmontop to use Rapid Spin and Close Combat on Ghost-type Pokemon, unless they have two of them. However, if the opponent doesn't have a Ghost-type Pokemon, this move wastes a moveslot instead. The last move is also a toss up. Sucker Punch is the preferred option, allowing Hitmontop to pick off weakened foes. Stone Edge, however, provides great coverage and lets Hitmontop to punish the Flying-type Pokemon that try to switch in.
Set Details
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The given EVs maximize Hitmontop's physical bulk and minimizes damage taken from hazards, which it will be switching into a lot. In conjunction with Intimidate, most physical attackers have a hard time taking Hitmontop down. Leftovers compliment Hitmontop's physical bulk, allowing it to heal damage it might have taken from entry hazards or status such as burn and poison. An Impish nature is used to further increase Hitmontop's bulk.
Usage Tips
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Be careful when you see a Ghost-type on your opponent's team. If you predict them switching in, use Foresight so you can use Rapid Spin, or Toxic to wear them down. However, note that if your opponent has two Ghost-types, it allows them to spin block. Hitmontop can easily switch into many of the prominent physical attackers in the tier, thanks to Intimidate. Do not try to switch Hitmontop into super effective special attacks, as they will hurt a lot. Lastly, try not to get Hitmontop inflicted with status because it has no way of curing it, this getting worn down really easily.
Team Options
========
Pokemon that appreciate hazard removal such as Yanmega, Darmanitan, and Chandelure make good partners. Psychic-types such as Mew and Slowbro make great partners because they can switch into Psychic moves aimed at it, and in return, Hitmontop can take on the Dark-type moves directed at them. Cleric support from Florges and Umbreon make fantastic partners, as they can cure status and pass huge Wishes to improve Hitmontop's longevity. Umbreon in particular has excellent type synergy with Hitmontop.
Other Options
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Hitmontop can run an Assault Vest set, however it gets worn down very easily and is outclassed by Blastoise as a bulky offensive Rapid Spin user. Earthquake can be used to hit Poison-types such as Nidoking and Nidoqueen, however it's really hard to find a moveslot for it. Aerial Ace can be used to KO Heracross and other common Pokemon in the tier, though it has little use other than that. High Jump Kick can be used to deal massive amounts of damage, but sadly, it can miss and upon missing, Hitmontop loses half of its HP. Mach Punch can be used as another form of priority, although Sucker Punch is generally better since it gives Hitmontop a way to hit Psychic-types that fill the tier. Technician can be used as an ability, but Hitmontop is outclassed in offensive roles and Intimidate is one of the only reasons to use it.
Checks & Counters
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**Psychic-types** Psychic-type Pokemon such as Mew and Slowbro can force Hitmontop with their powerful STAB attacks, or burn it with Will-O-Wisp and Scald, respectively.
**Fairy-types** Fairy-types such as Florges and Aromatisse resist both Close Combat and Sucker Punch and can use it as setup fodder to Wish pass or force it out with their STAB attacks.
**Ghost-types** Ghost-types such as Sableye and Mismagius stop Sableye right in its tracks because they are immune to Close Combat and Rapid Spin. Both have access to Taunt as well as Will-O-Wisp. However, if you predict them switching in, use Foresight and then you can use Rapid Spin to remove hazards on your side of the field. Note that if the opponent carries two Ghost-types, Hitmontop can't remove hazards.
**Nidoqueen and Nidoking** Nidoqueen and Nidoking resists almosts all of Hitmontop's moves, and can force it out with their powerful special attacks.
**Status** Status such as burn and poison wear down Hitmontop really fast because it has no reliable recovery or any way to cure it.
GP Checks:
Overview
########
Hitmontop faces a ton of competition, and usually, its job is done better by other Pokemon, especially Forretress as a defensive Rapid Spin user. However, it has incredible bulk and access to Intimidate. In addition, it has access to Rapid Spin and has a decent offensive presence as it sports a base 95 Attack, which Forretress does not. It also has access to priority from Sucker Punch, allowing it to pick off weakened foes. It also has a move that most Rapid Spin users yearn for, Foresight, which prevents identified Ghost-types from spin blocking. However, Hitmontop is not without its faults; it faces competition with other Rapid Spin users such as Blastoise and Starmie, which are more offensive. In XY, Defog was buffed, so now it removes hazards on both sides of the field, making Hitmontop hard to fit onto a team. Nonetheless, Hitmontop can be a worthwile addition to certain teams.
Rapid Spin
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name: Rapid Spin
move 1: Rapid Spin
move 2: Close Combat
move 3: Toxic / Foresight
move 4: Sucker Punch / Stone Edge
ability: Intimidate
item: Leftovers
evs: 248 HP / 252 Def / 8 SpD
nature: Impish
Moves
========
Rapid Spin is obviously the most important move, allowing Hitmontop to remove entry hazards from your side of the field. Close Combat prevents Hitmontop from being total Taunt bait, and also serves as its STAB attack. The third move is a toss up. Toxic is the preferred option, putting a timer on walls or deadly sweepers. However, Foresight allows Hitmontop to use Rapid Spin and Close Combat on Ghost-type Pokemon, unless they have two of them. However, if the opponent doesn't have a Ghost-type Pokemon, this move wastes a moveslot instead. The last move is also a toss up. Sucker Punch is the preferred option, allowing Hitmontop to pick off weakened foes. Stone Edge, however, provides great coverage and lets Hitmontop to punish the Flying-type Pokemon that try to switch in.
Set Details
========
The given EVs maximize Hitmontop's physical bulk and minimizes damage taken from hazards, which it will be switching into a lot. In conjunction with Intimidate, most physical attackers have a hard time taking Hitmontop down. Leftovers compliment Hitmontop's physical bulk, allowing it to heal damage it might have taken from entry hazards or status such as burn and poison. An Impish nature is used to further increase Hitmontop's bulk.
Usage Tips
========
Be careful when you see a Ghost-type on your opponent's team. If you predict them switching in, use Foresight so you can use Rapid Spin, or Toxic to wear them down. However, note that if your opponent has two Ghost-types, it allows them to spin block. Hitmontop can easily switch into many of the prominent physical attackers in the tier, thanks to Intimidate. Do not try to switch Hitmontop into super effective special attacks, as they will hurt a lot. Lastly, try not to get Hitmontop inflicted with status because it has no way of curing it, this getting worn down really easily.
Team Options
========
Pokemon that appreciate hazard removal such as Yanmega, Darmanitan, and Chandelure make good partners. Psychic-types such as Mew and Slowbro make great partners because they can switch into Psychic moves aimed at it, and in return, Hitmontop can take on the Dark-type moves directed at them. Cleric support from Florges and Umbreon make fantastic partners, as they can cure status and pass huge Wishes to improve Hitmontop's longevity. Umbreon in particular has excellent type synergy with Hitmontop.
Other Options
########
Hitmontop can run an Assault Vest set, however it gets worn down very easily and is outclassed by Blastoise as a bulky offensive Rapid Spin user. Earthquake can be used to hit Poison-types such as Nidoking and Nidoqueen, however it's really hard to find a moveslot for it. Aerial Ace can be used to KO Heracross and other common Pokemon in the tier, though it has little use other than that. High Jump Kick can be used to deal massive amounts of damage, but sadly, it can miss and upon missing, Hitmontop loses half of its HP. Mach Punch can be used as another form of priority, although Sucker Punch is generally better since it gives Hitmontop a way to hit Psychic-types that fill the tier. Technician can be used as an ability, but Hitmontop is outclassed in offensive roles and Intimidate is one of the only reasons to use it.
Checks & Counters
########
**Psychic-types** Psychic-type Pokemon such as Mew and Slowbro can force Hitmontop with their powerful STAB attacks, or burn it with Will-O-Wisp and Scald, respectively.
**Fairy-types** Fairy-types such as Florges and Aromatisse resist both Close Combat and Sucker Punch and can use it as setup fodder to Wish pass or force it out with their STAB attacks.
**Ghost-types** Ghost-types such as Sableye and Mismagius stop Sableye right in its tracks because they are immune to Close Combat and Rapid Spin. Both have access to Taunt as well as Will-O-Wisp. However, if you predict them switching in, use Foresight and then you can use Rapid Spin to remove hazards on your side of the field. Note that if the opponent carries two Ghost-types, Hitmontop can't remove hazards.
**Nidoqueen and Nidoking** Nidoqueen and Nidoking resists almosts all of Hitmontop's moves, and can force it out with their powerful special attacks.
**Status** Status such as burn and poison wear down Hitmontop really fast because it has no reliable recovery or any way to cure it.
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