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Hitmontop

In-battle formes

HP:50
Attack:95
Defense:95
Sp. Atk:35
Sp. Def:110
Speed:70
Min (-ve nature, 0 IVs)130
Default176
Max Neutral239
Max Positive262
Max Neutral (+1)358
Max Positive (+1)393
Max Neutral (+2)478
Max Positive (+2)524
NeverUsed
Spitmontop (Rapid Spin)176

Evolutions

Strategies

  • en
Formats:
  • NU
Written by PowerOfMemes

Spitmontop (Rapid Spin)

Move 1
  • Rapid Spin
    Free user from hazards/bind/Leech Seed; +1 Spe.
    TypeNormal
    CategoryPhysical
    Power50 BP
    Accuracy100%
Move 2
  • Triple Axel
    Hits 3 times. Each hit can miss, but power rises.
    TypeIce
    CategoryPhysical
    Power20 BP
    Accuracy90%
Move 3
Move 4
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%

Set Details

Despite having access to Technician and ample good moves to use it with, Hitmontop fails to fill any important role in NU, being heavily outclassed. As a Rapid Spin user, Tsareena and Dhelmise outclass it by a mile, as they both, especially the former, have way more utility than Hitmontop could ever dream of providing. Even as a Fighting-type, Hitmontop is outclassed; all the other Fighting-types have priority moves too, barring Passimian, and they wallbreak better than it can.

Triple Axel nails Flying-types and some other notable Pokemon such as Silvally-Ground, Rotom-C, and Vileplume. Mach Punch allows Hitmontop to finish off attackers like Stakataka under Trick Room, Tauros, and Heliolisk. Two notable alternatives over one of Hitmontop's STAB moves are Bulldoze and Rock Slide. Bulldoze hits Talonflame using Roost, Doublade, and Salazzle, and it's just a good midground option in general, while Rock Slide takes care of Talonflame, Araquanid, Arcanine, and Mantine. Pokemon like Vileplume and Decidueye appreciate Hitmontop luring in and taking care of their checks and counters like Talonflame and Braviary, and in return, they take care of the physical attackers and Psychic-types that threaten Hitmontop, respectively. Focus Sash Salazzle and Leftovers + Bulk Up or Choice Scarf Braviary appreciate Hitmontop clearing Stealth Rock for them and taking care of Rock-types. In return, they take care of Vileplume.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
10
Raises an ally's Attack and Defense by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
80
Accuracy
95%
PP
10
High critical hit ratio.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
10
Hits first. First turn out only. 100% flinch chance.
 
Power
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
130
Accuracy
90%
PP
10
User is hurt by 50% of its max HP if it misses.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
5
User's next move will not miss the target.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
15
Protects allies from priority attacks this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
50
Accuracy
100%
PP
40
Free user from hazards/bind/Leech Seed; +1 Spe.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
20
Accuracy
90%
PP
10
Hits 3 times. Each hit can miss, but power rises.
 
Power
10
Accuracy
90%
PP
10
Hits 3 times. Each hit can miss, but power rises.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
10
Protects allies from multi-target moves this turn.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
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