**artwork by me**
[OVERVIEW]
Hitmontop offers a very niche combination of Rapid Spin and Foresight to clear entry hazards against Ghost-type Pokemon and is a reliable check to Dark-type Pokemon such as Incineroar and Sneasel. Outside of this niche, however, other hazard removers and Fighting-type Pokemon offer much more utility or power. Hitmontop's exploitable weaknesses, lack of reliable recovery, and only good bulk mean that it gets worn down incredibly quickly without Wish support, leaving it very easily taken advantage of. It also relies on only Fighting-type STAB attacks and Toxic for damage, so it is easily walled by Fighting-resistant and Poison-immune Pokemon such as Vileplume, Garbodor, and Golbat. This means that Hitmontop only finds a secure niche on stall teams that need a decent Incineroar check and entry hazard control.
[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight / Protect
move 3: Close Combat / Low Kick
move 4: Toxic
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 252 Def / 4 SpD
[SET COMMENTS]
Moves
========
Rapid Spin allows Hitmontop to clear entry hazards such as Stealth Rock and Spikes for its teammates. Foresight lets Hitmontop clear entry hazards on Ghost-type Pokemon such as Palossand, Decidueye, and Rotom. It also allows Hitmontop to hit them with Close Combat. Protect is a great move for scouting Choice-locked sets, racking up Toxic damage, and getting extra recovery with Leftovers. Close Combat is a decently powerful STAB attack that prevents Hitmontop from being setup bait, and it also threatens common Stealth Rock setters such as Rhydon and Steelix. Low Kick is an alternate move that doesn't drop Hitmontop's defenses, but it doesn't hit Diancie as hard. Toxic puts bulky Fighting-resistant or -immune Pokemon like Slowbro, Slowking, and Palossand on a timer.
Set Details
========
Maximum HP and Defense EVs with an Impish nature allow Hitmontop to be as physically bulky as possible so it can pivot into Pokemon like Incineroar, Sneasel, and Rhydon. Intimidate further bolsters Hitmontop's physical bulk and can aid teammates in setting up. Leftovers is Hitmontop's only form of recovery.
Usage Tips
========
Hitmontop can be switched into common Stealth Rock setters, such as Rhydon and Steelix, and then use Toxic or Rapid Spin against them as they are forced out by the threat of Close Combat. Should the opponent switch into a Ghost-type Pokemon, use Foresight to either hit it with a STAB attack or clear entry hazards against it the next turn. Keep an eye on Hitmontop's HP because it needs to be as healthy as possible so it can spin hazards away. Although Hitmontop can switch into Knock Off from Incineroar, Passimian, and Sneasel, this play is risky because Hitmontop will lose Leftovers, its only source of recovery. Status ailments heavily wear down Hitmontop, so try to avoid them if you can, although Rotom will often burn Hitmontop when it uses Rapid Spin. Finally, be cautious about repeatedly using Close Combat. Continuous use of Close Combat causes Hitmontop's defenses to lower more and more, making it easier to KO after every use.
Team Options
========
Hitmontop fits on stall teams that need a reliable answer to Incineroar and Stealth Rock users such as Rhydon and Steelix. Hitmontop has no form of recovery outside of its Leftovers, so Wish passers such as Vaporeon, Mega Audino, and Delphox are mandatory to keep it healthy. On that note, Vaporeon and Mega Audino can also carry Heal Bell so that Hitmontop can recover from Toxic poison or burn. Poison-types such as Garbodor and Vileplume make great teammates to absorb the Toxic Spikes Hitmontop loathes. Hitmontop is vulnerable to Psychic-types, so partners that can deal with them such as Incineroar, Guzzlord, and Scrafty are also appreciated. Pokemon like Cryogonal and Mega Abomasnow are also needed to check the Flying-type Pokemon that prey on Hitmontop. Fairy-type Pokemon are an issue for Hitmontop, so partners like Steelix, Vileplume, and Delphox help check these Pokemon. Pokemon such as Slowbro, Delphox, and Palossand appreciate Hitmontop's ability to deal with Dark-type Pokemon. Pokemon that appreciate entry hazard control such as Incineroar, Xatu, and Cryogonal love Hitmontop's ability to clear hazards, as well as its great matchup against Stealth Rock setters such as Rhydon and Steelix. Spikes setters like Garbodor and Ferroseed appreciate the fact that Hitmontop does not remove their own Spikes when it clears entry hazards.
[STRATEGY COMMENTS]
Other Options
=============
An offensive Hitmontop set could theoretically work thanks to Hitmontop's access to priority moves such as Mach Punch and Sucker Punch. However, offensive Hitmontop is outclassed by Passimian and Medicham thanks to their much better Attack and Speed stats. Earthquake lets Hitmontop hit Garbodor harder than it would with Close Combat so that Garbodor doesn't set up Toxic Spikes in front of it, and it also has the nice bonus of hitting Diancie. However, the utility of Foresight or Protect is preferred.
Checks and Counters
===================
**Psychic-type Pokemon**: Psychic-type Pokemon such as Slowbro, Xatu, and Slowking resist Close Combat and threaten Hitmontop with powerful STAB moves. Xatu and Sigilyph are effectively immune to Toxic, meaning that they completely wall Hitmontop.
**Flying-type Pokemon**: Flying-type Pokemon are some of the biggest thorns in Hitmontop's side. Golbat is the most notable check because it is immune to Toxic and retaliates with Brave Bird. Vivillon can put Hitmontop to sleep with Sleep Powder and then can set up with Quiver Dance against it. While Braviary is not a direct switch-in to Close Combat, it does reliably KO Hitmontop with Brave Bird and can stall Close Combat out with Substitute.
**Fairy-type Pokemon**: Fairy-types such as Comfey and Whimsicott resist Close Combat and threaten Hitmontop with powerful STAB attacks. Diancie and Mega Audino don't resist Close Combat, but they still threaten it with Moonblast and Dazzling Gleam, respectively, and can shrug off Toxic with Heal Bell.
**Poison-type Pokemon**: Pokemon such as Vileplume, Garbodor, and Golbat resist Hitmontop's Fighting STAB attacks and are immune to Toxic, which gives Hitmontop more trouble because it cannot do much damage to them.
**Residual Damage**: Hitmontop lacks reliable recovery, so Toxic poison and burns wear it down incredibly quickly. Hitmontop also hates Toxic Spikes from Garbodor, as it has to switch in in order to remove them, leaving it poisoned.
[CREDITS]
- Written by: [[JustoonSmitts, 239732]]
- Quality checked by: [[Rabia, 336073], [Eternally, 295647], [quziel, 297859]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [A Cake Wearing A Hat, 388157]]
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