Hitmontop (Analysis)

JRank

Jonny
is a Forum Moderator Alumnusis a Contributor Alumnus
237.png

Hitmontop

QC Checks: 2/2
GP Checks: 2/2

[Overview]

<p>Hitmontop burst onto the scene in VGC 2010, forming one half of the famed "TopOgre" combo. While its partner in crime, Kyogre, may be banned this year, Hitmontop is a great Pokemon in its own right. Possessing two amazing abilities, a movepool tailored to its stats, and an excellent typing that provides it with a great Fighting-type STAB, Hitmontop is a staple on any team.</p>

[SET]
name: Priority Attacker
move 1: Fake Out
move 2: Mach Punch
move 3: Sucker Punch
move 4: Detect / Wide Guard
item: Life Orb
ability: Technician
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]

<p>Technician boosts all moves that have a Base Power of 60 or less, allowing Hitmontop to abuse priority moves to the fullest. Fake Out prevents opponents from setting up and makes them a sitting duck for a turn; this gives Hitmontop's partner the opportunity to set up something of its own or KO the foe that poses a threat to Hitmontop. A STAB-, Technician-, and Life Orb-boosted Mach Punch deals out massive amounts of damage to almost everything it touches, and is the main drawing point for this set. Pokemon that resist Mach Punch, however, such as Latios and Zapdos, give Hitmontop problems, and Sucker Punch provides the perfect counter against these foes. As a priority Dark-type move, Sucker Punch is also the perfect solution to any Psychic-type threats that threaten Hitmontop with their powerful STAB attacks. Detect provides Hitmontop with a way to stay alive for an additional crucial turn, while its partner takes care of a threatening foe. Detect may be unnecessary, however, and in this case Wide Guard provides a suitable option. Spread moves such as Heat Wave and Rock Slide run rampant in doubles, and Wide Guard blocks these moves, keeping Hitmontop's teammates alive.</p>

[ADDITIONAL COMMENTS]

<p>A Life Orb boosts Hitmontop's already-powerful attacks even further, and Sucker Punch welcomes the rise in power, as it is not boosted by Technician. All of Hitmontop's attacks are priority-based moves and therefore, only a minimum amount of EVs are invested in Speed while maximum investment in HP and Attack secure Hitmontop's place on the field as a bulky attacker.</p>

<p>Hitmontop's skills as a powerful priority user are much in need, allowing it to fit on a variety of different teams. Trick Room teams benefit from the Fake Out support Hitmontop brings to the table, allowing Trick Room to be set up without hindrance. Likewise, Tailwind and goodstuff teams appreciate the extra time given by Hitmontop with Fake Out.</p>

[SET]
name: Intimidate Support
move 1: Fake Out
move 2: Close Combat / Mach Punch
move 3: Sucker Punch
move 4: Wide Guard / Detect
item: Eject Button / Fight Gem
ability: Intimidate
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]

<p>After seeing the power of Technician, one may think Hitmontop needs no more gifts. But Game Freak saw fit to bless Hitmontop with not one, but two great abilities, the second being Intimidate. With this ability, Hitmontop can neuter opponents utilizing physical moves, supporting its team and benefiting itself as well. Fake Out is a great utility move for breaking Focus Sashes and forcing Protects on the first turn. Close Combat allows Hitmontop to keep its damage output high even without the Technician boost, while at the cost of its defenses being lowered. Some may find this uncomfortable, however, and utilizing Mach Punch alongside a Fight Gem is a suitable alternative that provides priority. Sucker Punch is a necessity to deal with the ever-common Latios and Cresselia, both waiting to do massive damage with their STAB Psychic and resisting Hitmontop's STAB moves. Due to the support-oriented nature of this set, Wide Guard is utilized instead of Detect to protect Hitmontop's partners from the variety of spread moves that are commonplace in double battles. One may feel the need to add Detect for security, however, and this is a suitable alternative should another teammate already have access to Wide Guard.</p>

[ADDITIONAL COMMENTS]

<p>With an Eject Button, both Intimidate and Fake Out are re-usable, allowing for more disruption. A Fight Gem may be used alongside Close Combat or Mach Punch for a one-time powerful Fighting-type move, assuming a Life Orb is unavailable. As with a support set, maximum investment in HP keeps Hitmontop alive and kicking throughout the game, while 252 EVs are placed in Attack to allow it to hit hard with its attacks.</p>

<p>Weavile has excellent synergy with this set, as Hitmontop shields it from the common spread moves that threaten it in Heat Wave and Rock Slide while also decreasing the damage Fighting-type moves do to Weavile through Intimidate. Likewise, Weavile aids Hitmontop, through eliminating Flying- and Psychic-types, which threaten Hitmontopby eliminating the Flying- and Psychic-type threats which cause Hitmontop grief with its STAB attacks.</p>

[Other Options]

<p>Aerial Ace is a viable option for hitting other Hitmontop, as well as Toxicroak and Shedinja, who give Hitmontop problems otherwise. With the Flying-types that threaten Hitmontop, a Coba Berry may be used to stay alive for another turn; however, Hitmontop has no real way of responding, and therefore, is better suited carrying a Life Orb. A set revolving around a Focus Sash, Endeavor, and Mach Punch could be used, but it is more of a gimmick than an actual set. Hitmontop also has access to Rock Slide, but there are far better Pokemon that receive this move, such as Terrakion and Garchomp. Feint is a nifty move, providing another Technician-boosted priority move that has the ability to break an opponent's Protect, and is worth consideration on the first set. Of note is Dark Gem too, which gives Hitmontop a chance to OHKO Latios with Sucker Punch, as well as dealing more damage to Cresselia.</p>

[Checks and Counters]

<p>Flying-types such as Tornadus and Thundurus take little damage from Hitmontop's assaults, and hit back hard with their own STAB moves. Psychic-types, Cresselia in particular, make Hitmontop's life a living hell, taking little from even a super effective Sucker Punch and destroying Hitmontop with Psychic. Latios too, can survive a Sucker Punch and fire off a STAB Psychic or Psyshock, OHKOing Hitmontop. With Intimidate and a Fighting-type resistance, Gyarados performs extremely well in countering Hitmontop.</p>

[Dream World]

<p>Hitmontop receives the ability Steadfast from the Dream World, which has unfortunately not been released thus far. Even if it had been released, however, Technician and Intimidate are such great abilities that it would be hard to fathom a situation where Steadfast performs better.</p>
 
I feel that dark gem deserves a greater mention.

tempted to say inti should be set 1.

looks good otherwise.
 
237.png

Hitmontop

QC Checks: 2/2
GP Checks: 0/2

[Overview]

<p>Hitmontop burst onto the scene in VGC 2010, forming one half of the famed "TopOgre" combo. While its partner in crime, Kyogre, may be banned this year, Hitmontop is a great Pokemon in its own right. Possessing two amazing abilities, a movepool tailored to its stats, and an excellent typing that provides it with a great Fighting-type STAB, Hitmontop is a staple on any team.</p>

[SET]
name: Priority Attacker
move 1: Fake Out
move 2: Mach Punch
move 3: Sucker Punch
move 4: Detect / Wide Guard
item: Life Orb
ability: Technician
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]

<p>Technician boosts all of Hitmontop's moves that have a Base Power of 60 or less, allowing Hitmontop to abuse priority moves to the fullest. Fake Out prevents opponents from setting up, and allows Hitmontop's partner to set up something of its own. A STAB-, Technician-, and Life Orb-boosted Mach Punch deals out massive amounts of damage on everything it touches, and is the main drawing point for this set. Pokemon that resist Mach Punch, however, such as Latios and Zapdos, give Hitmontop problems, and Sucker Punch provides the perfect counter against these foes. As a priority Dark-type move, Sucker Punch is also the perfect solution to any Psychic-type threats that threaten Hitmontop with their powerful Psychic-type attacks. Detect provides Hitmontop with a way to stay alive for an additional crucial turn, while its partner takes care of a threatening foe. Detect may be unnecessary, however, and in this case Wide Guard provides a suitable option. Spread moves such as Heat Wave and Rock Slide run rampant in doubles, and Wide Guard blocks these moves, keeping your teammates alive.</p>

[ADDITIONAL COMMENTS]

<p>A Life Orb boosts Hitmontop's already-powerful attacks even further, and Sucker Punch welcomes the rise in power, as it is not boosted by Technician. All of Hitmontop's attacks are priority-based moves and therefore, only a minimum amount of Speed EVs are invested while maximum HP and Attack are used to secure Hitmontop's place on the field as a bulky attacker.</p>

<p>Hitmontop's skills as a priority artist are much in need, allowing it to fit on a variety of different teams. Trick Room teams benefit from the Fake Out support Hitmontop brings to the table, allowing Trick Room to be set up without hindrance. Likewise, Tailwind and goodstuff teams [Not sure if goodstuff is appropriate, so I'm going to let another GPer check this] appreciate the extra time given by Hitmontop with Fake Out.</p>

[SET]
name: Intimidate Support
move 1: Fake Out
move 2: Close Combat / Mach Punch
move 3: Sucker Punch
move 4: Wide Guard / Detect
item: Eject Button / Fight Gem
ability: Intimidate
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]

<p>After seeing the power of Technician, one may think Hitmontop needs no more gifts. But Game Freak saw fit to bless Hitmontop with not one, but two great abilities, the second being Intimidate. With this ability, Hitmontop can neuter opponents utilizing physical-based moves, supporting its team and benefiting itself as well. Fake Out is a great utility move for breaking Focus Sashes and forcing Protects on the first turn. Without the boost from Technician, Close Combat allows Hitmontop to keep its damage output high, while at the cost of its defense being lowered. Some may find this uncomfortable, however, and utilizing Mach Punch alongside a Fight Gem is a suitable alternative that provides priority. Sucker Punch is a necessity to deal with the ever-common Latios and Cresselia, both waiting to do massive damage with their STAB Psychic and resisting Hitmontop's STAB Fighting-type move. Due to the support-focused nature of this set, Wide Guard is utilized instead of Detect to aid its partners from the variety of spread moves that are commonplace in double battles. One may feel the need to add Detect for security, however, and this is a suitable alternative should another teammate already have access to Wide Guard.</p>

[ADDITIONAL COMMENTS]

<p>With an Eject Button, both Intimidate and Fake Out are re-usable, allowing for more disruption. A Fight Gem may be used alongside Close Combat or Mach Punch for a one-time powerful Fighting-type move, assuming a Life Orb is unavailable. As with a support set, 252 EVs are invested into HP to keep Hitmontop alive and kicking throughout the game, while 252 EVs are placed in Attack to allow it to hit hard with its attacks.</p>

<p>Weavile has excellent synergy with this set, as Hitmontop shields it from the common spread moves that threaten Weavile in Heat Wave and Rock Slide, while decreasing the damage Fighting-type moves do to Weavile through Intimidate. Likewise, Weavile aids Hitmontop, through eliminating Flying- and Psychic-types, which threaten Hitmontop, with its STAB Ice- and Dark-type move of its choice. </p>

[Other Options]

<p>Aerial Ace is a viable option for hitting other Hitmontop, as well as Toxicroak and Shedinja, who give Hitmontop problems otherwise. With the Flying-types that threaten Hitmontop, a Coba Berry may be used to stay alive for another turn; however, Hitmontop has no real way of responding, and therefore, is better suited carrying a Life Orb. A set revolving around a Focus Sash, Endeavor, and Mach Punch could be used, although it is more of a gimmick than an actual set. Hitmontop receives Rock Slide, but there are far better Pokemon that receive this move, such as Terrakion and Garchomp. Feint is a nifty move, providing another Technician-boosted priority move that has the ability to break an opponent's Protect, and is worth consideration on the first set. Of note is Dark Gem, which gives Hitmontop a chance to OHKO Latios with Sucker Punch, as well as dealing more damage to Cresselia.</p>

[Checks and Counters]

<p>Flying-types such as Tornadus and Thundurus take little damage from Hitmontop's assaults, and hit back hard with their own STAB move of choice. Psychic-types, Cresselia in particular, make Hitmontop's life a living hell, taking little from even a super effective Sucker Punch and destroying Hitmontop with Psychic. Latios, as well, can survive a Sucker Punch and fire off with a STAB Psychic or Psyshock, OHKOing Hitmontop. With Intimidate and a Fighting-type resistance, Gyarados performs extremely well in countering Hitmontop.</p>

[Dream World]

<p>Hitmontop receives the ability Steadfast from the Dream World, which has unfortunately has not been released thus far. Even if it had been released, however, Technician and Intimidate are such great abilities that it would be hard to fathom a situation where Steadfast performs better.</p>

contrib_gp.png

GP 1 / 2
 
Deletions
Additions / Corrections
Comments


[Overview]

<p>Hitmontop burst onto the scene in VGC 2010, forming one half of the famed "TopOgre" combo. While its partner in crime, Kyogre, may be banned this year, Hitmontop is a great Pokemon in its own right. Possessing two amazing abilities, a movepool tailored to its stats, and an excellent typing that provides it with a great Fighting-type STAB, Hitmontop is a staple on any team.</p>

[SET]
name: Priority Attacker
move 1: Fake Out
move 2: Mach Punch
move 3: Sucker Punch
move 4: Detect / Wide Guard
item: Life Orb
ability: Technician
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]

<p>Technician boosts all of Hitmontop's moves that have a Base Power of 60 or less, allowing Hitmontop to abuse priority moves to the fullest. Fake Out prevents opponents from setting up and makes them a sitting duck for a turn; and this gives Hitmontop's partner the opportunity to set up something of its own or KO the foe that poses a threat to Hitmontop. A STAB-, Technician-, and Life Orb-boosted Mach Punch deals out massive amounts of damage on to everything almost anything it touches, and is the main drawing point for this set. Pokemon that resist Mach Punch, however, such as Latios and Zapdos, give Hitmontop problems, and Sucker Punch provides the perfect counter against these foes. As a priority Dark-type move, Sucker Punch is also the perfect solution to any Psychic-type threats that threaten Hitmontop with their powerful Psychic-type STAB attacks. Detect provides Hitmontop with a way to stay alive for an additional crucial turn, while its partner takes care of a threatening foe. Detect may be unnecessary, however, and in this case Wide Guard provides a suitable option. Spread moves such as Heat Wave and Rock Slide run rampant in doubles, and Wide Guard blocks these moves, keeping your Hitmontop's teammates alive.</p>

[ADDITIONAL COMMENTS]

<p>A Life Orb boosts Hitmontop's already-powerful attacks even further, and Sucker Punch welcomes the rise in power, as it is not boosted by Technician. All of Hitmontop's attacks are priority-based moves and therefore, only a minimum amount of Speed EVs are invested in Speed, while maximum investment in HP and Attack are used to secure Hitmontop's place on the field as a bulky attacker.</p>

<p>Hitmontop's skills as a powerful priority artist user are much in need, allowing it to fit on a variety of different teams. Trick Room teams benefit from the Fake Out support Hitmontop brings to the table, allowing Trick Room to be set up without hindrance. Likewise, Tailwind and goodstuff teams appreciate the extra time given by Hitmontop with Fake Out.</p>

[SET]
name: Intimidate Support
move 1: Fake Out
move 2: Close Combat / Mach Punch
move 3: Sucker Punch
move 4: Wide Guard / Detect
item: Eject Button / Fight Gem
ability: Intimidate
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]

<p>After seeing the power of Technician, one may think Hitmontop needs no more gifts. But Game Freak saw fit to bless Hitmontop with not one, but two great abilities, the second being Intimidate. With this ability, Hitmontop can neuter opponents utilizing physical-based moves, supporting its team and benefiting itself as well. Fake Out is a great utility move for breaking Focus Sashes and forcing Protects on the first turn. Without the boost from Technician, Close Combat allows Hitmontop to keep its damage output high even without the Technician boost, while at the cost of its defenses being lowered. Some may find this uncomfortable, however, and utilizing Mach Punch alongside a Fight Gem is a suitable alternative that provides priority. Sucker Punch is a necessity to deal with the ever-common Latios and Cresselia, both waiting to do massive damage with their STAB Psychic and resisting Hitmontop's STAB Fighting-type moves. Due to the support-oriented nature of this set, Wide Guard is utilized instead of Detect to aid its protect Hitmontop's partners from the variety of spread moves that are commonplace in double battles. One may feel the need to add Detect for security, however, and this is a suitable alternative should another teammate already have access to Wide Guard.</p>

[ADDITIONAL COMMENTS]

<p>With an Eject Button, both Intimidate and Fake Out are re-usable, allowing for more disruption. A Fight Gem may be used alongside Close Combat or Mach Punch for a one-time powerful Fighting-type move, assuming a Life Orb is unavailable. As with a support set, 252 EVs are invested maximum investment in HP to keeps Hitmontop alive and kicking throughout the game, while 252 EVs are placed in Attack to allow it to hit hard with its attacks.</p>

<p>Weavile has excellent synergy with this set, as Hitmontop shields it from the common spread moves that threaten Weavile it in Heat Wave and Rock Slide, while also decreasing the damage Fighting-type moves do to Weavile through Intimidate. Likewise, Weavile aids Hitmontop, through eliminating Flying- and Psychic-types, which threaten Hitmontop, with its STAB Ice- and Dark-type move of its choice by eliminating the Flying- and Psychic-type threats which cause Hitmontop grief with its STAB attacks.</p>

[Other Options]

<p>Aerial Ace is a viable option for hitting other Hitmontop, as well as Toxicroak and Shedinja, who give Hitmontop problems otherwise. With the Flying-types that threaten Hitmontop, a Coba Berry may be used to stay alive for another turn; however, Hitmontop has no real way of responding, and therefore, is better suited carrying a Life Orb. A set revolving around a Focus Sash, Endeavor, and Mach Punch could be used, although but it is more of a gimmick than an actual set. Hitmontop receives also has access to Rock Slide, but there are far better Pokemon that receive this move, such as Terrakion and Garchomp. Feint is a nifty move, providing another Technician-boosted priority move that has the ability to break an opponent's Protect, and is worth consideration on the first set. Of note is Dark Gem too, which gives Hitmontop a chance to OHKO Latios with Sucker Punch, as well as dealing more damage to Cresselia.</p>

[Checks and Counters]

<p>Flying-types such as Tornadus and Thundurus take little damage from Hitmontop's assaults, and hit back hard with their own STAB moves of choice. Psychic-types, Cresselia in particular, make Hitmontop's life a living hell, taking little from even a super effective Sucker Punch and destroying Hitmontop with Psychic. Latios, as well, toocan survive a Sucker Punch and fire off with a STAB Psychic or Psyshock, OHKOing Hitmontop. With Intimidate and a Fighting-type resistance, Gyarados also performs extremely well in countering Hitmontop.</p>

[Dream World]

<p>Hitmontop receives the ability Steadfast from the Dream World, which has unfortunately has not been released thus far. Even if it had been released, however, Technician and Intimidate are such great abilities that it would be hard to fathom a situation where Steadfast performs better.</p>

contrib_gp.png


GP 2 / 2
 
Deletions
Additions / Corrections
Comments


[Overview]

<p>Hitmontop burst onto the scene in VGC 2010, forming one half of the famed "TopOgre" combo. While its partner in crime, Kyogre, may be banned this year, Hitmontop is a great Pokemon in its own right. Possessing two amazing abilities, a movepool tailored to its stats, and an excellent typing that provides it with a great Fighting-type STAB, Hitmontop is a staple on any team.</p>

[SET]
name: Priority Attacker
move 1: Fake Out
move 2: Mach Punch
move 3: Sucker Punch
move 4: Detect / Wide Guard
item: Life Orb
ability: Technician
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]

<p>Technician boosts all of Hitmontop's moves that have a Base Power of 60 or less, allowing Hitmontop to abuse priority moves to the fullest. Fake Out prevents opponents from setting up and makes them a sitting duck for a turn; and this gives Hitmontop's partner the opportunity to set up something of its own or KO the foe that poses a threat to Hitmontop. A STAB-, Technician-, and Life Orb-boosted Mach Punch deals out massive amounts of damage on to everything almost anything it touches, and is the main drawing point for this set. Pokemon that resist Mach Punch, however, such as Latios and Zapdos, give Hitmontop problems, and Sucker Punch provides the perfect counter against these foes. As a priority Dark-type move, Sucker Punch is also the perfect solution to any Psychic-type threats that threaten Hitmontop with their powerful Psychic-type STAB attacks. Detect provides Hitmontop with a way to stay alive for an additional crucial turn, while its partner takes care of a threatening foe. Detect may be unnecessary, however, and in this case Wide Guard provides a suitable option. Spread moves such as Heat Wave and Rock Slide run rampant in doubles, and Wide Guard blocks these moves, keeping your Hitmontop's teammates alive.</p>

[ADDITIONAL COMMENTS]

<p>A Life Orb boosts Hitmontop's already-powerful attacks even further, and Sucker Punch welcomes the rise in power, as it is not boosted by Technician. All of Hitmontop's attacks are priority-based moves and therefore, only a minimum amount of Speed EVs are invested in Speed, while maximum investment in HP and Attack are used to secure Hitmontop's place on the field as a bulky attacker.</p>

<p>Hitmontop's skills as a powerful priority artist user are much in need, allowing it to fit on a variety of different teams. Trick Room teams benefit from the Fake Out support Hitmontop brings to the table, allowing Trick Room to be set up without hindrance. Likewise, Tailwind and goodstuff teams appreciate the extra time given by Hitmontop with Fake Out.</p>

[SET]
name: Intimidate Support
move 1: Fake Out
move 2: Close Combat / Mach Punch
move 3: Sucker Punch
move 4: Wide Guard / Detect
item: Eject Button / Fight Gem
ability: Intimidate
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]

<p>After seeing the power of Technician, one may think Hitmontop needs no more gifts. But Game Freak saw fit to bless Hitmontop with not one, but two great abilities, the second being Intimidate. With this ability, Hitmontop can neuter opponents utilizing physical-based moves, supporting its team and benefiting itself as well. Fake Out is a great utility move for breaking Focus Sashes and forcing Protects on the first turn. Without the boost from Technician, Close Combat allows Hitmontop to keep its damage output high even without the Technician boost, while at the cost of its defenses being lowered. Some may find this uncomfortable, however, and utilizing Mach Punch alongside a Fight Gem is a suitable alternative that provides priority. Sucker Punch is a necessity to deal with the ever-common Latios and Cresselia, both waiting to do massive damage with their STAB Psychic and resisting Hitmontop's STAB Fighting-type moves. Due to the support-oriented nature of this set, Wide Guard is utilized instead of Detect to aid its protect Hitmontop's partners from the variety of spread moves that are commonplace in double battles. One may feel the need to add Detect for security, however, and this is a suitable alternative should another teammate already have access to Wide Guard.</p>

[ADDITIONAL COMMENTS]

<p>With an Eject Button, both Intimidate and Fake Out are re-usable, allowing for more disruption. A Fight Gem may be used alongside Close Combat or Mach Punch for a one-time powerful Fighting-type move, assuming a Life Orb is unavailable. As with a support set, 252 EVs are invested maximum investment in HP to keeps Hitmontop alive and kicking throughout the game, while 252 EVs are placed in Attack to allow it to hit hard with its attacks.</p>

<p>Weavile has excellent synergy with this set, as Hitmontop shields it from the common spread moves that threaten Weavile it in Heat Wave and Rock Slide, while also decreasing the damage Fighting-type moves do to Weavile through Intimidate. Likewise, Weavile aids Hitmontop, through eliminating Flying- and Psychic-types, which threaten Hitmontop, with its STAB Ice- and Dark-type move of its choice by eliminating the Flying- and Psychic-type threats which cause Hitmontop grief with its STAB attacks.</p>

[Other Options]

<p>Aerial Ace is a viable option for hitting other Hitmontop, as well as Toxicroak and Shedinja, who give Hitmontop problems otherwise. With the Flying-types that threaten Hitmontop, a Coba Berry may be used to stay alive for another turn; however, Hitmontop has no real way of responding, and therefore, is better suited carrying a Life Orb. A set revolving around a Focus Sash, Endeavor, and Mach Punch could be used, although but it is more of a gimmick than an actual set. Hitmontop receives also has access to Rock Slide, but there are far better Pokemon that receive this move, such as Terrakion and Garchomp. Feint is a nifty move, providing another Technician-boosted priority move that has the ability to break an opponent's Protect, and is worth consideration on the first set. Of note is Dark Gem too, which gives Hitmontop a chance to OHKO Latios with Sucker Punch, as well as dealing more damage to Cresselia.</p>

[Checks and Counters]

<p>Flying-types such as Tornadus and Thundurus take little damage from Hitmontop's assaults, and hit back hard with their own STAB moves of choice. Psychic-types, Cresselia in particular, make Hitmontop's life a living hell, taking little from even a super effective Sucker Punch and destroying Hitmontop with Psychic. Latios, as well, toocan survive a Sucker Punch and fire off with a STAB Psychic or Psyshock, OHKOing Hitmontop. With Intimidate and a Fighting-type resistance, Gyarados also performs extremely well in countering Hitmontop.</p>

[Dream World]

<p>Hitmontop receives the ability Steadfast from the Dream World, which has unfortunately has not been released thus far. Even if it had been released, however, Technician and Intimidate are such great abilities that it would be hard to fathom a situation where Steadfast performs better.</p>

contrib_gp.png


GP 2 / 2

Alriiiiiiiiiiiiight, thanks! Hitmontop is finished!
 
I would like to suggest to the author this Trick Room Spread:

Hitmontop (M/F) @ Leftovers
Trait: Intimidate
EVs: 232 HP / 128 Atk / 96 Def / 52 SDef
Sassy Nature (+SDef, -Spd)
- Fake Out
- Low Kick/Close Combat
- Sucker Punch
- Wide Guard/Protect
Basically, this set aims to make the best use of bulky Hitmontop in TR. The EV spread allows Hitmontop to be three-hit-KO'd by Garchomp EQ in doubles, and three-hit-KO'd by Modest Abomasnow in doubles(most are, of course, timid or quiet). Fake out is one of Hitmontop's more useful utility moves, giving you a turn to set up Trick Room if you lead with it, Intimidate is chosen over Technician for, again, helping you set up Trick Room by weakening opposing physical attackers like Tyranitar(If you're using Cresselia, Musharna, Reuniclus, Dusclops, Dusknoir) or a Fire or Ground type with Fire Punch/Earthquake if you're using Bronzong. Low Kick is chosen because Close Combat completely nullifies the EV spread after use, but if you feel the need to have more consistent power, use Close Combat. Sucker Punch is necessary to hit ghost types and latios. Wide Gaurd is usually chosen simply to let your partner attack if your opponent is using, say, Chandelure while you have a Grass Type out(As Chandelure will usually try to Heat Wave). However, Protect is probably better to use on a Close Combat set, considering how much frailer it turns out to be.
 
no, hitmontop already functions well under trick room and besides for the really complicated ev spread, most of that is pretty much already mentioned in the two sets listed for top.
 
Back
Top