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Draft Hitmontop

[overview]
**Draft Order**: Round 6 onwards

**Price Range**: 4-6 points

**Overview**: Hitmontop's astounding Technician-boosted priority, coverage, and STAB moves can throw almost any enemy off balance. Its decent special bulk, ability in Intimidate, and access to Rapid Spin can ensure entry hazards stay off the field for days. Hitmontop has some pretty solid offensive and defensive capabilities overall, but unfortunately it can't play both at once: it can't take many physical hits without Intimidate, it fails to OHKO even Fighting-weak targets without Technician, and it's susceptible to chip damage no matter what ability it runs. All this paired with a coverage movepool that's one fist short of hitting Ghost-types, and Hitmontop is left a step behind other cheap hazard removers, as it's drafted for its offensive merits just as much as it is for its utility.


[strategy comments]
Common Roles
========
**Revenge Killer**: Technician gives Hitmontop one of the strongest STAB Mach Punches on the east side of the draft board. Paired with Sucker Punch and Technician Bullet Punch, even the fastest of attackers are sent packing by its priority. For bulkier foes, Hitmontop has an all-powerful Close Combat and devastating Technician coverage options like Triple Axel and Aerial Ace.

**Defensive Utility**: With Rapid Spin being as rare as a usable Fairy-type, Hitmontop immediately sticks out as a solid cheap entry hazard remover. Its deceptively usable special bulk and access to Intimidate make it fairly annoying to take out, while moves like Bulldoze, Fake Out, and Brick Break make it equally annoying to switch into.


Common Moves
========
**Primary STAB Moves**: Mach Punch, Close Combat

**Setup Moves**: See Niche

**Utility Moves**: Rapid Spin, Brick Break, Substitute, Protect

**Coverage**: Aerial Ace, Bulldoze, Bullet Punch, Earthquake, Ice Spinner, Quick Attack, Rock Slide, Stone Edge, Sucker Punch, Tera Blast, Thief, Triple Axel


Niche Moves
========
**Bulk Up**: Bulk Up is Hitmontop's only setup option, but its focus on priority and utility means it isn't a Pokemon that should rely on setup very often.

**Upper Hand**: Upper Hand lets Hitmontop out-prioritize any foe that tries to pick it off with their own priority attacks.

**Fake Out**: A Technician-boosted Fake Out can deal that extra bit of damage Hitmontop needs to secure a KO.

**Endeavor**: Hitmontop can take a few hits with its bulk and deal massive damage in return with Endeavor, potentially giving it the opportunity to finish the foe off with its priority options.


Common Items
========
**Heavy-Duty Boots**: In games where entry hazard stacking is inevitable, Heavy-Duty Boots keeps Hitmontop in tip-top shape for spinning.

**Choice Band**: Choice Band Hitmontop is no laughing matter - it can take out even healthy targets with its priority, wearing out all foes but the bulkiest walls with its Close Combat and coverage moves as soon as it hits the field.

**Assault Vest**: Hitmontop's already-decent special bulk and lack of status moves make it an ideal Assault Vest user, as the item lets it go toe-to-toe with special attackers without losing much utility.

**Leftovers**: Hitmontop's humble bulk can get a bit more arrogant when it's paired with Intimidate and the healing power of Leftovers.

**Protective Pads**: Almost all of Hitmontop's moves make contact, but Protective Pads protects it from contact-punishing switch-ins.


Niche Items
========
**Damage-boosting Items**: Expert Belt, Black Belt, Punching Glove, and Life Orb all let Hitmontop score impressive damage numbers without Choice-locking it for Ghost-types to take advantage of.

**Rocky Helmet**: Bulky Intimidate sets can take quite a few physical hits before going down, and Rocky Helmet lets Hitmontop benefit from that bulk to its best.

**Lum Berry**: Hitmontop can run Lum Berry to thwart an enemy's status-spreading efforts and deal massive damage in return.

**Eject Pack**: With Close Combat and an Eject Pack, Hitmontop can unexpectedly switch out against most foes, generating momentum for its team like a pro.

**No item**: When Hitmontop's got nothing better to do, it can simply opt to go itemless, turning Thief into a budget Knock Off and ruining the day of some of its bulkier switch-ins.


Tera
========
Hitmontop can be a decent secondary Tera Captain in a dystopian scenario where all the more expensive options have been either drafted or Tera banned. When opportunity cost isn't an issue, you’ll find Tera Dark and Steel are Hitmontop's favorite Tera types, boosting its best priority and flipping its matchup against Psychic-types. Tera Ice and Ground strengthen its best coverage options to terrifying new levels, Tera Fighting boosts Mach Punch's damage to make it less reliant on chip, and Tera Fire and Poison alleviate its fear of status.


Draft Strategy
========
Hitmontop works best on offensive teams looking for a cheap Fighting-type, solid priority, and maybe the occasional Rapid Spin. In reality, Hitmontop isn't the most reliable entry hazard remover, and it doesn't always want to play the utility role to begin with. A team with Hitmontop on it should either have another form of removal, or just not care too much about hazard chip damage to begin with.

**Knock Off Users**: Rocky Helmet and Heavy-Duty Boots users are usually quite the headache for Hitmontop, either threatening it with chip damage or repeatedly switching into it without taking entry hazard punishment. Knock Off-using allies like Meowscarada and Tinkaton can remove such items, wearing down these checks for it to finish off.

**Ghost-types**: Ghosts-types like Gholdengo love Hitmontop's ability to force out and tKO Dark-types. In return, they can keep the entry hazards on the enemy's side up and put a bit of pressure on Ghosts-types that Hitmontop might struggle with.

**Entry Hazard Setters**: Hitmontop and entry hazards go hand-in-hand; not only do hazard setters like Ting-Lu and Glimmora give a reason to use Rapid Spin to keep the hazards on the foe's side intact compared to Defog, but those hazards chip fast foes into Mach Punch range and punish walls that try to run Rocky Helmet.


Checks and Counters
========
**Ghost-types**: Ghost-types like Annihilape and Skeledirge are Hitmontop's worst nightmare, as they're completely immune to its STAB attacks and Rapid Spin. Most don't even fear Sucker Punch, as they can use Encore, Will-O-Wisp, or any other spooky status move instead!

**Chip Damage**: Hitmontop is vulnerable to every form of chip damage due to its reliance on contact moves and lack of recovery. Entry hazards are a major pain in Hitmontop's side if it's not wearing Heavy-Duty Boots, while contact-punishing foes like Moltres and common Rocky Helmet users like Slowking can easily knock it off balance. Lastly, Toxic punishes this already mediocre Pokemon for simply existing, and burns both add extra chip damage and delete its damage output.

**Physical Walls**: Hitmontop's average Attack stat and inability to spiral out of control mean it can be checked by most physical walls, so long as they aren't weak to Fighting. Foes like Zapdos and Alomomola can switch into its STAB attacks as much as they please, only really fearing super effective coverage or Choice Band Close Combat. Psychic-, Fairy-, and Poison-types in particular mean trouble for Hitmontop, as the former two can hit it super effectively without issue, and the latter are prime Rocky Helmet candidates.


[credits]
Written by:
https://www.smogon.com/forums/members/big-pharma.657717/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
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https://www.smogon.com/forums/members/techno.527276/
 
Last edited:
hello its me, the fun police
qc 1/2
Add Remove Comments
[overview]
**Draft Order**: Round 6 onwards

**Price Range**: 4-6 points

**Overview**: Strength. Technique. Balance. These are all words that come to mind when one thinks of Hitmontop; its Hitmontop's astounding Technician-boosted priority, coverage, and STAB moves can throw any enemy off their rocker, its decent bulk and access to Rapid Spin and Intimidate can keep a field hazard-free for days. Hitmontop is like the ocean, ferocious, gentle, and, unfortunately, not of much use in a fight without proper investment. im sorry but this doesnt even make sense Hitmontop plays offense and defense, but it can rarely do at both at once, and it cannot do either too effectively: it can't take many physical hits without Intimidate, it fails to OHKO even many Fighting-weak targets without Technician even with Technician, (such as chien pao) and it's susceptible to chip no matter what ability it runs. All this and a poor matchup against Ghost-types leaves Hitmontop one fist short of other cheap hazard removers, but then again, is that really the point? Hitmontop is a mon that can both revenge and support, and each set has their time and place - with good usage of both, a team can get quite a kick out of this spinner.


[strategy comments]
Common Roles
========
**Revenge Killer**: Technician gives Hitmontop the strongest Mach Punch on the east side of the draft board. Allow me to introduce you to Conkeldurr (this is hilarious though so ill let it slide for now) Paired with Sucker Punch and Technician Bullet Punch, even the fastest of attackers are sent packing by Hitmontop's priority. It has no shortage of moves for bulkier opponents either; with an all-powerful Close Combat and devastating Technician coverage options like Triple Axel and Aerial Ace, Hitmontop can send any foe into the spin cycle with the right set.

**Offensive Utility**: With Rapid Spin being as rare as a usable Fairy-type in this meta, Hitmontop immediately sticks out as a solid cheap hazard remover. But that's not the only trick Hitmontop's got up its sleeve: its deceptively high special bulk and access to Intimidate allows it to stomach more hits than one would expect, while Technician-boosted moves like Fake Out and Bulldoze - all mixed with the threat of its STABs - let it annoy any foe with its sick moves. Id change this to defensive utility, and put more emphasis on intimidate + high spdef making it somewhat difficult to break. rn its too similar to revenge killer (you could also rename revenge killer to offensive utility instead and mention rapid spin there too)

Common Moves
========
**Primary STAB Moves**: Mach Punch, Close Combat, Low Kick

**Setup Moves**: Bulk Up?

**Utility Moves**: Rapid Spin, Brick Break, Fake Out, niche Substitute, Protect

**Coverage**: Aerial Ace, Bulldoze, Bullet Punch, Earthquake, Ice Spinner, Quick Attack, Rock Slide, Stone Edge, Sucker Punch, Tera Blast, Thief, Triple Axel


Niche Moves
========
**Upper Hand**: No one out-prioritizes the top, and any foe who doesn't know that will quickly learn so after taking an Upper Hand.

**Body Slam**: Body Slam allows Hitmontop to deal decent damage and possibly hit some foes with an annoying paralysis.

**Facade**: Hitmontop normally doesn't like getting statused, but Facade lets it deal heavy damage in games where "not getting statused" isn't so simple. both too niche

Could also mention endeavor and counter, since it has pretty solid bulk



Common Items
========
**Protective Pads**: Rocky Helmet? Flame Body? Who cares? Almost all of Hitmontop's moves make contact, but Protective Pads keep its kneecaps scab-free when dealing with contact-punishing switchins. Nobody is running helmet specifically to counter top - make this like top of niche

**Heavy-Duty Boots**: In games where hazard stack is inevitable, Heavy-Duty Boots can keep Hitmontop in tip-top shape for spinning.

**Choice Band**: Choice Band Hitmontop is no laughing matter - it can take out even healthy targets with its priority, wearing out all but the bulkiest walls with its Close Combat and coverage as soon as it hits the field, and with no setup required!

**Assault Vest**: Hitmontop's already-decent special bulk (and its idea of "status moves") make it an ideal Assault Vest user, as the item lets it go toe-to-toe with special attackers without losing much utility.

**Leftovers**: Hitmontop's humble bulk can get a bit more arrogant when it's paired with the healing power of Leftovers and Intimidate.

Add helmet for bulky intim sets - punishes knock/uturn really well


Niche Items
========
**Damage-boosting items**: Expert Belt, Black Belt, Punching Glove, and Life Orb all let Hitmontop score critical damage numbers without choice-locking it for some Ghost-type to sneer at.

**Lum Berry**: Instead of “switching out” against status-spreaders like a chump, Hitmontop can run Lum Berry to thwart an enemy’s status-spreading efforts and deal massive damage in return.

**Eject Pack**: With a Close Combat and Eject Pack, Hitmontop can unexpectedly switch out against most foes, generating momentum for its team like a boss.

**Covert Cloak**: Hitmontop's liberal use of priority is sure to attract the occasional Upper Hand user... rather than run Steadfast or try to read the foe, Hitmontop can run Covert Cloak to throw that 50-50 into the trash, right next to those Discharge, Scald, and Salt Cure users.
how does this work with upper hand? am i missing something?


**No item**: When Hitmontop's got nothing better to do, it can simply opt to go itemless, turning Thief into a budget Knock Off, ruining the day of some of its bulkier switchins. maybe too niche but see what qc2 says


Tera
========
Hitmontop makes for a solid secondary Tera Captain in an apocalyptic scenario where all the more expensive options have been either drafted, Tera banned, or killed. Don’t get me wrong, Hitmontop is a decent secondary Tera Captain, but it’s usually passed up in favor of a more expensive or more Tera-hungry option, as they can do more with Tera than Hitmontop can. But when opportunity cost isn’t an issue, you’ll find Terastallization boosts Hitmontop’s offensive and defensive capabilities immensely! Tera Dark and Steel are its favorite, boosting its best priority and flipping its matchup against Psychic-types. Tera Ice and Ground push Hitmontop’s best coverage options to terrifying new levels, Tera Fighting can turn its Mach Punch into a win button, and Tera Fire and Poison take the thought of status out of Hitmontop’s head altogether.


Draft Strategy
========
Hitmontop works best on offensive teams looking for a cheap Fighting-type, solid priority, maaaaybe a Rapid Spin every now and then? Hitmontop isn't the most reliable hazard remover, and it doesn't always want to play utility to begin with. A team with Hitmontop on it should either have a solid Defogger, have another cheap form of removal, or simply not care too much about hazards chip to begin with.

**Knock Off Users**: Rocky Helmet and Heavy-Duty Boots users are quite the headache for Hitmontop, but not so much for its Knock Off-using allies like Meowscarada and Tinkaton, who can wear down those chips for Hitmontop to finish off.

**Ghost-types**: Ghosts-types like Gholdengo love Hitmontop's ability to force out and take out Dark-types. In return, they can keep the hazards on the enemy side up, and put a bit of pressure on opposing Ghosts that Hitmontop might struggle with.

**Hazard Setters**: Hitmontop and hazards go hand-in-hand; not only do hazard setters like Ting-Lu or Ogerpon give a reason to Rapid Spin instead of Defogging, but hazards can chip fast foes into Mach Punch range and punish walls that try to run Rocky Helmet.


Checks and Counters
========
**Ghost-types**: Ghost-types like Gengar and Skeledirge are Hitmontop’s worst nightmare, as they’re completely immune to its STABs and Rapid Spin. Most don’t even fear Sucker Punch, as they can use Encore, Will-o-Wisp, or any other scary status move to leave Hitmontop punching the air!

**Adverse Contact Effects**: It should come as no surprise that Hitmontop hates adverse contact effects, as almost all of its attacks make contact. When it's not running Protective Pads, common Rocky Helmet users like Slowking-Galar and foes with contact-punishing abilities like Zapdos can quickly knock Hitmontop off balance. Id make this just "chip damage" and mention this along with status effects, hazard chip, etc

**Bulky Fighting Resists**: Foes like Slowking-Galar and Zapdos can quickly knock Hitmontop off balance: they can switch into its STABs as much as they please, only really fearing super-effective coverage - and even then, Hitmontop can rarely take them down in a single hit. Psychic-, Fairy-, and Poison-types in particular mean trouble for Hitmontop, as the first two can hit it back super-effectively without issue, and the last is a prime candidate for Rocky Helmet running. tbh I'd make this just "physically defensive pokemon" with a special mention to mons that resist fighting - even mons like gouging fire and alomomola can wall it

**Chien-Pao**:


[credits]
Written by:
https://www.smogon.com/forums/members/big-pharma.657717/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
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2/2
[overview]
**Draft Order**: Round 6 onwards

**Price Range**: 4-6 points

**Overview**: Strength. Technique. Balance. These are all words that come to mind when one thinks of Hitmontop; its astounding Technician-boosted priority, coverage, and STAB moves can throw any enemy off their rocker, its decent bulk with Intimidate and access to Rapid Spin and Intimidate can keep a field hazard-free for days. Hitmontop’s smooth moves are all very impressive, but in practice, unfortunately, it’s often best left on the dance floor. Hitmontop plays offense and defense, but it can’t do at both at once: it can't take many physical hits without Intimidate, it fails to OHKO even Fighting-weak targets without Technician, and it's susceptible to chip no matter what ability it runs. All this and a poor matchup against Ghost-types leaves Hitmontop one fist short of other cheap hazard removers, as it’s drafted for its offensive merits just as much as it is for its utility.


[strategy comments]
Common Roles
========
**Revenge Killer**: Technician gives Hitmontop the strongest Mach Punch on the east side of the draft board. Paired with Sucker Punch and Technician Bullet Punch, even the fastest of attackers are sent packing by Hitmontop's priority. It has no shortage of moves for bulkier opponents either; with an all-powerful Close Combat and devastating Technician coverage options like Triple Axel and Aerial Ace, Hitmontop can send any foe into the spin cycle with the right set.

**Defensive Utility**: With Rapid Spin being as rare as a usable Fairy-type in this meta, Hitmontop immediately sticks out as a solid cheap hazard remover. Its deceptively usable special bulk and access to Intimidate make it fairly annoying to take out, while moves like Bulldoze, Fake Out, and Brick Break make it equally annoying to switch into.


Common Moves
========
**Primary STAB Moves**: Mach Punch, Close Combat

**Setup Moves**: Bulk Up? (gotta commit to putting it here or niche; if there isn't a reason to list it in niche just remove it)

**Utility Moves**: Rapid Spin, Brick Break, Substitute, Protect

**Coverage**: Aerial Ace, Bulldoze, Bullet Punch, Earthquake, Ice Spinner, Quick Attack, Rock Slide, Stone Edge, Sucker Punch, Tera Blast, Thief, Triple Axel


Niche Moves
========
**Upper Hand**: No one out-prioritizes the top, and any foe who doesn't know that will quickly learn so after taking an Upper Hand.

**Fake Out**: A Technician-boosted Fake Out can deal that extra bit of damage Hitmontop needs to secure a KO.

**Endeavor**: Take a few hits with all that bulk, and send the opponent into the red with Endeavor. Hitmontop might even get to finish the foe off with its amazing priority options!


Common Items
========
**Heavy-Duty Boots**: In games where hazard stack is inevitable, Heavy-Duty Boots keep Hitmontop in tip-top shape for spinning.

**Choice Band**: Choice Band Hitmontop is no laughing matter - it can take out even healthy targets with its priority, wearing out all but the bulkiest walls with its Close Combat and coverage as soon as it hits the field, and with no setup required!

**Assault Vest**: Hitmontop's already-decent special bulk (and its poor idea of "status moves") make it an ideal Assault Vest user, as the item lets it go toe-to-toe with special attackers without losing much utility.

**Leftovers**: Hitmontop's humble bulk can get a bit more arrogant when it's paired with Intimidate and the healing power of Leftovers.

**Protective Pads**: Rocky Helmet? Flame Body? Who cares? Almost all of Hitmontop's moves make contact, but Protective Pads keep its kneecaps scab-free when dealing with contact-punishing switchins.


Niche Items
========
**Damage-boosting items**: Expert Belt, Black Belt, Punching Glove, and Life Orb all let Hitmontop score critical damage numbers without choice-locking it for some Ghost-type to sneer at.

**Rocky Helmet**: Bulky Intimidate sets can take quite a few physical hits before going down, and Rocky Helmet lets Hitmontop use that fact (alongside its natural resistance to U-Turn) to its best.

**Lum Berry**: Instead of “switching out” against status-spreaders like a chump, Hitmontop can run Lum Berry to thwart an enemy’s status-spreading efforts and deal massive damage in return.

**Eject Pack**: With a Close Combat and Eject Pack, Hitmontop can unexpectedly switch out against most foes, generating momentum for its team like a boss.

**No item**: When Hitmontop's got nothing better to do, it can simply opt to go itemless, turning Thief into a budget Knock Off, ruining the day of some of its bulkier switchins.


Tera
========
Hitmontop makes for a solid secondary Tera Captain in an apocalyptic scenario where all the more expensive options have been either drafted, Tera banned, or killed. Don’t get me wrong, Hitmontop is a decent secondary Tera Captain, but it’s usually passed up in favor of more expensive or more Tera-hungry options like Rhyperior or Okidogi, as they can do more with Tera than Hitmontop can. But when opportunity cost isn’t an issue, you’ll find Terastallization boosts Hitmontop’s offensive and defensive capabilities immensely! Tera Dark and Steel are its favorite, boosting its best priority and flipping its matchup against Psychic-types. Tera Ice and Ground push Hitmontop’s best coverage options to terrifying new levels, Tera Fighting can turn its Mach Punch into a win button, and Tera Fire and Poison take the thought of status out of Hitmontop’s head altogether.


Draft Strategy
========
Hitmontop works best on offensive teams looking for a cheap Fighting-type, solid priority, maaaaybe a Rapid Spin every now and then? Truth be told, Hitmontop isn't the most reliable hazard remover, and it doesn't always want to play utility to begin with. A team with Hitmontop on it should either have a solid Defogger, have another cheap form of removal, or just not care too much about hazard chip to begin with.

**Knock Off Users**: Rocky Helmet and Heavy-Duty Boots users are quite the headache for Hitmontop, but not so much for its Knock Off-using allies like Meowscarada and Tinkaton, who can wear down those chips (idk what "chips" means here) for Hitmontop to finish off.

**Ghost-types**: Ghosts-types like Gholdengo love Hitmontop's ability to force out and take out Dark-types. In return, they can keep the hazards on the enemy side up, and put a bit of pressure on opposing Ghosts that Hitmontop might struggle with.

**Hazard Setters**: Hitmontop and hazards go hand-in-hand; not only do hazard setters like Ting-Lu or Ogerpon give a reason to Rapid Spin instead of Defogging, but hazards can chip fast foes into Mach Punch range and punish walls that try to run Rocky Helmet.


Checks and Counters
========
**Ghost-types**: Ghost-types like Gengar and Skeledirge are Hitmontop’s worst nightmare, as they’re completely immune to its STABs and Rapid Spin. Most don’t even fear Sucker Punch, as they can use Encore, Will-o-Wisp, or any other scary status move to leave Hitmontop punching the air!

**Chip Damage**: It should come as no surprise that Hitmontop, a Pokemon that’s all contact and no recovery, is vulnerable to every form of chip damage. Hazards are a major pain in Hitmontop’s side if it’s not wearing Heavy-Duty Boots, while contact-punishing foes like Moltres and common Rocky Helmet users like Slowking can easily knock Hitmontop off balance. Lastly, Toxic punishes this already mediocre Pokemon for simply existing, and burns both add extra chip and delete its damage output.

**Physically Bulky Pokemon**: Hitmontop’s average attack stat and inability to spiral out of control means it can be checked by most physical walls, so long as they aren’t weak to Fighting. Foes like Zapdos and Alomomola can switch into its STABs as much as they please, only really fearing super-effective coverage or a banded Close Combat; even then, Hitmontop can rarely take them down in a single hit. Psychic-, Fairy-, and Poison-types in particular mean trouble for Hitmontop, as the first two can hit it back super-effectively without issue, and the last is a prime candidate for Rocky Helmet running.


[credits]
Written by:
https://www.smogon.com/forums/members/big-pharma.657717/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
[overview]
**Draft Order**: Round 6 onwards

**Price Range**: 4-6 points

**Overview**: Strength. Technique. Balance. These are all words that come to mind when one thinks of Hitmontop; its (fluff) Hitmontop's astounding Technician-boosted priority, coverage, and STAB moves can throw any enemy off. (period + off their rocker = go Insane) their rocker, its Its decent Intimidate-boosted bulk, Intimidate, and access to Rapid Spin can ensure entry hazards stay off the field. keep a field hazard-free for days. Hitmontop's smooth moves are all very impressive, but unfortunately, in practice it’s often best left on the dance floor. Hitmontop plays offense and defense, but it can't do at both at once: it can't take many physical hits without Intimidate, it fails to OHKO even Fighting-weak targets without Technician, and it's susceptible to chip damage no matter what ability it runs. All this and a poor matchup against Ghost-types leaves Hitmontop one step behind fist short of (have never seen this phrase before) other cheap hazard removers, as it's drafted for its offensive merits just as much as it is for its utility.


[strategy comments]
Common Roles
========
**Revenge Killer**: Technician gives Hitmontop the strongest Mach Punch. on the east side of the draft board. Paired with Sucker Punch and Technician Bullet Punch, even the fastest of attackers are sent packing by Hitmontop's priority. It has no shortage of moves for bulkier opponents either; with For bulkier foes, Hitmontop has an all-powerful Close Combat and devastating Technician coverage options like Triple Axel and Aerial Ace. Hitmontop can send any foe into the spin cycle with the right set.

**Defensive Utility**: With the rare Rapid Spin being as rare as a usable Fairy-type in this meta, Hitmontop immediately sticks out as a solid cheap entry hazard remover. Its deceptively usable special bulk and access to Intimidate (double space here) make it fairly annoying to take out, while moves like Bulldoze, Fake Out, and Brick Break make it equally annoying to switch into.


Common Moves
========
**Primary STAB Moves**: Mach Punch, Close Combat

**Setup Moves**: Bulk Up Up?

**Utility Moves**: Rapid Spin, Brick Break, Substitute, Protect

**Coverage**: Aerial Ace, Bulldoze, Bullet Punch, Earthquake, Ice Spinner, Quick Attack, Rock Slide, Stone Edge, Sucker Punch, Tera Blast, Thief, Triple Axel


Niche Moves
========
**Bulk Up**: Bulk Up is a fine move, and it's Hitmontop's only setup option, but Hitmontop's focus on priority and utility means it isn't a Pokemon that runs setup very often.

**Upper Hand**: No one out-prioritizes the top, and any foe who doesn't know that will quickly learn so after taking an Upper Hand. Upper Hand lets Hitmontop out-prioritize any foe that tries to pick it off with its own priority attacks. (qc comemnted)

**Fake Out**: A Technician-boosted Fake Out can deal that extra bit of damage Hitmontop needs to secure a KO.

**Endeavor**: Hitmontop can use endeavor after taking a few hits with its bulk, then it can use endeavor to send foes to red HP. It can even use its priority moves to finish off the foe. Take a few hits with all that bulk, and send the opponent into the red with Endeavor. Hitmontop might even get to finish the foe off with its amazing priority options!


Common Items
========
**Heavy-Duty Boots**: In games where entry hazard stack is inevitable, Heavy-Duty Boots keeps keep Hitmontop in tip-top shape for spinning.

**Choice Band**: Choice Band Hitmontop is no laughing matter - it can take out even healthy targets with its priority, wearing out all foes but the bulkiest walls with its Close Combat and coverage moves as soon as it hits the field. (period) and with no setup required!

**Assault Vest**: Hitmontop's already decent special bulk and lack of status moves already-decent special bulk (and its poor idea of "status moves") make it an ideal Assault Vest user, as the item lets it go toe-to-toe with special attackers without losing much utility.

**Leftovers**: Hitmontop's humble bulk can get a bit more arrogant when it's paired with Intimidate and the healing power of Leftovers.

**Protective Pads**: Rocky Helmet? Flame Body? Who cares? Almost all of Hitmontop's moves make contact, but Protective Pads protects it keep its kneecaps scab-free when dealing with contact-punishing switch-ins. switchins.


Niche Items
========
**Damage-boosting items**: Expert Belt, Black Belt, Punching Glove, and Life Orb all let Hitmontop score critical great (to avoid confusion with crits) damage numbers without choice-locking Choice-locking it for some Ghost-type to take advantage of. sneer at.

**Rocky Helmet**: Bulky Intimidate sets can take quite a few physical hits before going down, and Rocky Helmet lets Hitmontop benefit from that bulk. use that fact (alongside its natural resistance to U-Turn) to its best.

**Lum Berry**: Instead of “switching out” against status-spreaders like a chump, Hitmontop can run Lum Berry to thwart an enemy's status-spreading efforts and deal massive damage in return.

**Eject Pack**: With a Close Combat and an Eject Pack, Hitmontop can unexpectedly switch out against most foes, generating momentum for its team. like a boss.

**No item**: When Hitmontop's got nothing better to do, it can simply opt to go itemless, turning Thief into a budget Knock Off and (remove comma) ruining the day of some of its bulkier switch-ins. switchins.


Tera
========
Hitmontop makes for a solid secondary Tera Captain in an apocalyptic scenario where when all the more expensive options have been either drafted or are Tera banned or killed (wtf goes on in the draft world. if this means something other than literally dying, ping me and I'll re-implement). Don’t get me wrong, Hitmontop is a decent secondary Tera Captain, but it's usually passed up in favor of more expensive or more Tera-hungry options like Rhyperior or and Okidogi, as they can do more with Terastallization than Hitmontop can. But when opportunity cost isn't an issue, you’ll find Terastallization boosts Hitmontop's offensive and defensive capabilities immensely! (explained in the next line) Tera Dark and Steel are its favorite Tera types, boosting its best priority and flipping its matchup against Psychic-types. Tera Ice and Ground push strengthen Hitmontop's best coverage options to terrifying new levels, Tera Fighting boosts Mach Punch's damage can turn its Mach Punch into a win button, and Tera Fire and Poison help Hitmontop with status. take the thought of status out of Hitmontop’s head altogether.


Draft Strategy
========
Hitmontop works best on offensive teams looking for a cheap Fighting-type, solid priority, and maybe a spinner. maaaaybe a Rapid Spin every now and then? Truth be told, However, Hitmontop isn't the most reliable entry hazard remover, and it doesn't always want to play the utility role to begin with. A team with Hitmontop on it should either have a solid Defogger, have another cheap form of removal, or just not care too much about hazard chip damage to begin with.

**Knock Off Users**: Rocky Helmet and Heavy-Duty Boots users are usually quite the headache for Hitmontop, either threatening it with chip damage or repeatedly switching into it without taking entry hazard punishment. Knock Off-using allies like Meowscarada and Tinkaton can remove such items, wearing down these checks for Hitmontop to finish off.

**Ghost-types**: Ghosts-types like Gholdengo love Hitmontop's ability to force out and take out Dark-types. In return, they can keep the entry hazards on the enemy side up, and enemy's side up and put a bit of pressure on Ghost-types opposing Ghosts that Hitmontop might struggle with.

**Entry Hazard Setters**: Hitmontop and entry hazards go hand-in-hand; not only do hazard setters like Ting-Lu and or Ogerpon (mention which forme. if all formes then ay "the Ogerpon formes") give a reason to use Rapid Spin (why would hazard stacking teams want their partner to use spin? please address this), but those hazards chip fast foes into Mach Punch range and punish walls that try to run Rocky Helmet.


Checks and Counters
========
**Ghost-types**: Ghost-types like Gengar and Skeledirge are Hitmontop's worst nightmare, as they're completely immune to its STABs STAB attacks and Rapid Spin. Most don’t even fear Sucker Punch, as they can use Encore, Will-O-Wisp, or any other spooky status move to deal with Sucker Punch. to turn that swing into a miss.

**Chip Damage**: It should come as no surprise that Hitmontop, a Pokemon that's all contact and no recovery, is vulnerable to every form of chip damage. Hazards Entry hazards are a major pain for Hitmontop in Hitmontop’s side if it's not wearing Heavy-Duty Boots, while contact-punishing foes like Moltres and common Rocky Helmet users like Slowking can easily knock Hitmontop off balance. Lastly, Toxic punishes this already mediocre Pokemon for simply existing, and burns both add extra chip damage and delete its damage output.

**Physical walls ly Bulky Pokemon**: Hitmontop's average attack Attack stat and inability to spiral out of control mean means it can be checked by most physical walls, so long as they aren't weak to Fighting. Foes like Zapdos and Alomomola can switch into its STAB attacks STABs as much as they please, only really fearing super effective (no hyphen in super effective) coverage or Choice Band Close Combat banded Close Combats. Psychic-, Fairy-, and Poison-types in particular mean trouble for Hitmontop, as the first former two can hit it super effectively back super-effectively without issue, and the last is a latter are prime Rocky Helmet candidates. candidate for Rocky Helmet running.


[credits]
Written by:
https://www.smogon.com/forums/members/big-pharma.657717/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
GP Team done
ping me after u finish this
 
gp part 2 - actually make the changes this time please
add remove comment
[overview]
**Draft Order**: Round 6 onwards

**Price Range**: 4-6 points

**Overview**: Strength. Technique. Balance. These are all words that come to mind when one thinks of Hitmontop. Its Hitmontop's astounding Technician-boosted priority, coverage, and STAB moves can throw any enemy many opponents off balance. Its decent Intimidate-boosted bulk, (AC) ability to weaken foes with Intimidate, (AC) and access to Rapid Spin can ensure entry hazards stay off the field for days. Hitmontop's smooth moves let it play both offense and defense. (AP) However, but unfortunately, it can't do at both at once (RP) Hitmontop can't take many physical hits without Intimidate, it fails to OHKO even Fighting-weak targets without Technician, and it's susceptible to chip damage no matter what ability it runs. All this paired with a coverage movepool that's one fist short of hitting Ghost-types, and Hitmontop is left a step behind other cheap hazard removers, as it's drafted for its offensive merits just as much as it is for its utility.


[strategy comments]
Common Roles
========
**Revenge Killer**: Technician gives Hitmontop one of the strongest STAB Mach Punch Punches on the far east side of the draft board. Paired with Sucker Punch and Technician Bullet Punch, even the fastest of attackers are sent packing by Hitmontop's its priority. For bulkier foes, Hitmontop has an all-powerful Close Combat and devastating Technician coverage options like Triple Axel and Aerial Ace.

**Defensive Utility**: With Rapid Spin being as rare as a usable Fairy-type in this meta, Hitmontop immediately sticks out as a solid cheap entry hazard remover. Its deceptively usable special bulk and access to Intimidate make it fairly annoying to take out, while moves like Bulldoze, Fake Out, and Brick Break make it equally annoying to switch into.


Common Moves
========
**Primary STAB Moves**: Mach Punch, Close Combat

**Setup Moves**: Bulk Up? See Niche¶¶**Utility Moves**: Rapid Spin, Brick Break, Substitute, Protect

**Coverage**: Aerial Ace, Bulldoze, Bullet Punch, Earthquake, Ice Spinner, Quick Attack, Rock Slide, Stone Edge, Sucker Punch, Tera Blast, Thief, Triple Axel


Niche Moves
========
**Bulk Up**: Bulk Up is a fine move, and it's Hitmontop's only setup option, but Hitmontop's its focus on priority and utility means it isn't a Pokemon that runs should rely on setup very often.

**Upper Hand**: Upper Hand lets Hitmontop out-prioritize any foe that tries to pick it off with their own priority attacks.

**Fake Out**: A Technician-boosted Fake Out can deal that extra bit of damage Hitmontop needs to secure a KO.

**Endeavor**: Hitmontop can take a few hits with all that its bulk (RC) and send opponents into the red deal massive damage in return with Endeavor (RP) It might even get, (AC) potentially giving it the opportunity to finish the foe off with its priority options!. (AP)


Common Items
========
**Heavy-Duty Boots**: In games where entry hazard stack stacking is inevitable, Heavy-Duty Boots keeps Hitmontop in tip-top shape for spinning.

**Choice Band**: Choice Band Hitmontop is no laughing matter - it can take out even healthy targets with its priority, wearing out all foes but the bulkiest walls with its Close Combat and coverage moves as soon as it hits the field.

**Assault Vest**: Hitmontop's already decent already-decent special bulk and lack of status moves make it an ideal Assault Vest user, as the item lets it go toe-to-toe with special attackers without losing much utility.

**Leftovers**: Hitmontop's humble bulk can get a bit more arrogant when it's paired with Intimidate and the healing power of Leftovers.

**Protective Pads**: Almost all of Hitmontop's moves make contact, but Protective Pads keep its kneecaps scab-free when dealing with protects it from contact-punishing switch-ins.


Niche Items
========
**Damage-boosting Items**: Expert Belt, Black Belt, Punching Glove, and Life Orb all let Hitmontop score impressive damage numbers without Choice-locking it for some Ghost-type Ghost-types to take advantage of.

**Rocky Helmet**: Bulky Intimidate sets can take quite a few physical hits before going down, and Rocky Helmet lets Hitmontop benefit from that bulk to its best.

**Lum Berry**: Instead of switching out against status-spreaders like a chump (RC) Hitmontop can run Lum Berry to thwart an enemy's status-spreading efforts and deal massive damage in return.

**Eject Pack**: With a Close Combat and an Eject Pack, Hitmontop can unexpectedly switch out against most foes, generating momentum for its team like a pro.

**No item**: When Hitmontop's got nothing better to do, it can simply opt to go itemless, turning Thief into a budget Knock Off and ruining the day of some of its bulkier switch-ins.


Tera
========
Hitmontop makes for can be a solid decent secondary Tera Captain in a dystopian scenario where all the more expensive options have been either drafted or Tera banned. Don’t get me wrong, Hitmontop is a decent secondary Tera Captain, but it's usually passed up in favor of more expensive or more Tera-hungry options like Rhyperior and Okidogi, as they can do more with Terastallization than Hitmontop can. When opportunity cost isn't an issue, you’ll find Tera Dark and Steel are Hitmontop's favorite Tera types, boosting its best priority and flipping its matchup against Psychic-types. Tera Ice and Ground strengthen Hitmontop's its best coverage options to terrifying new levels, Tera Fighting boosts Mach Punch's damage to make it less reliant on chip, and Tera Fire and Poison alleviate Hitmontop's its fear of status.


Draft Strategy
========
Hitmontop works best on offensive teams looking for a cheap Fighting-type, solid priority, and maaaaybe a Rapid Spin every now and then? Truth be told an affordable spinner. However, Hitmontop it isn't the most reliable entry hazard remover, and it doesn't always want to play the utility role to begin with. A team with Hitmontop on it should either have a solid Defogger, have another cheap form of removal, or just not care too much about hazard chip damage to begin with.

**Knock Off Users**: Rocky Helmet and Heavy-Duty Boots users are usually quite the headache for Hitmontop, either threatening it with chip damage or repeatedly switching into it without taking entry hazard punishment. Knock Off-using allies like Meowscarada and Tinkaton can remove such items, wearing down these checks for Hitmontop it to finish off.

**Ghost-types**: Ghosts-types like Gholdengo love Hitmontop's ability to force out and take out KO Dark-types. In return, they can keep the entry hazards on the enemy's side up and put a bit of pressure on Ghosts-types that Hitmontop might struggle with.

**Entry Hazard Setters**: Hitmontop and entry hazards go hand-in-hand; not only do hazard setters like Ting-Lu and the Ogerpon formes Glimmora using a better example since ogers usually would rather just be attacking give a reason to use Rapid Spin (RC) as it keeps to keep the hazards on the foe's side intact compared to Defog, but those hazards chip fast foes into Mach Punch range and punish walls that try to run Rocky Helmet.


Checks and Counters
========
**Ghost-types**: Ghost-types like Gengar Annihilape using gengar as an example is illegal (not really but you get the point) and Skeledirge are Hitmontop's worst nightmare, as they're completely immune to its STAB attacks and Rapid Spin. Most don’t don't even fear Sucker Punch, as they can use Encore, Will-O-Wisp, or any other spooky status move to turn that swing into a miss instead.

**Chip Damage**: Hitmontop (RC) a Pokemon that's all contact and no recovery, is vulnerable is vulnerable to every form of chip damage due to every form its reliance on contact moves and lack of chip damage recovery. Entry hazards are a major pain in Hitmontop’s Hitmontop's side if it's not wearing Heavy-Duty Boots, while contact-punishing foes like Moltres and common Rocky Helmet users like Slowking can easily knock Hitmontop it off balance. Lastly, Toxic punishes this already mediocre Pokemon for simply existing, and burns both add extra chip damage and delete its damage output.

**Physical Walls**: Hitmontop's average Attack stat and inability to spiral out of control mean it can be checked by most physical walls, so long as they aren't weak to Fighting. Foes like Zapdos and Alomomola can switch into its STAB attacks as much as they please, only really fearing super effective coverage or Choice Band Close Combat. Psychic-, Fairy-, and Poison-types in particular mean trouble for Hitmontop, as the former two can hit it super effectively without issue, and the latter are prime Rocky Helmet candidates.


[credits]
Written by:
https://www.smogon.com/forums/members/big-pharma.657717/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/adorluigi.528364/
https://www.smogon.com/forums/members/techno.527276/
 
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