Hitmontop

Intimidate
Lowers the foe's Attack one stage. Decreases wild encounter rate.
Technician
Increases the Base Power of moves with 60 or less by 50%.
Steadfast
Speed is boosted one stage when flinched.
Type Tier
Fighting UU
Level 100 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
50
- 241 304 -
Atk
95
203 226 289 317
Def
95
203 226 289 317
SpA
35
95 106 169 185
SpD
110
230 256 319 350
Spe
70
158 176 239 262

Overview

For a Pokemon that spends the majority of its life balancing on the tip of its head, Hitmontop is no pushover. This plucky little Fighting-type takes its place in UU through the combination of its bulk, Intimidate, and Rapid Spin. One of the best utility checks in the tier, Hitmontop is one of the few Pokemon that can stop Choice Scarf Heracross from sweeping through a team and still perform its other duties. However, the large number of offensive Ghost-types in UU makes it difficult for Hitmontop to use Rapid Spin if it wants to stay in one piece. Add to that the ubiquitous Flying- and Psychic-types in the tier and Hitmontop really has its work cut out for it. Hitmontop also proves itself something of a liability on more offensive teams, and cannot be haphazardly thrown onto a team despite its role as a supporting Pokemon. Despite these limitations, Hitmontop is very good at what it does.

Name Item Ability Nature

Rapid Spin

Leftovers Intimidate Impish
Moveset EVs
~ Rapid Spin
~ Foresight / Toxic
~ Sucker Punch / Stone Edge
~ Close Combat
252 HP / 4 Atk / 252 Def

Hitmontop's only real niche in UU is that of a bulky Rapid Spin user, and it performs its job admirably. Between Hitmontop's physical bulk, Intimidate, and its Fighting typing, it becomes capable of spinning against a large portion of the metagame. Foresight combines with Rapid Spin to make it impossible to stop Hitmontop from spinning unless your opponent is packing two Ghost-types. Unfortunately, if your opponent lacks a Ghost-type, it becomes a wasted moveslot instead. If you'd rather not take that risk, Toxic is available as a more passive option. It's good for wearing down the bulkier Ghost-types, such as Cofagrigus and Sableye, if you can predict the switch-in, and most of Hitmontop's checks and counters also hate being badly poisoned. Sucker Punch and Stone Edge are Hitmontop's coverage options. Sucker Punch compliments Hitmontop's STAB and is good for picking off weakened enemies, while Stone Edge gives Hitmontop a fighting chance (no pun intended) against Chandelure and Froslass. It also gives it a weapon against Flying-types, like Zapdos and Crobat, which is greatly appreciated. Close Combat rounds out the moveset as Hitmontop's most reliable STAB move; it has a good combination of high power and low risk, and the stat drops are easily mitigated both by Intimidate and timely switching.

Team Options & Additional Comments >>>

Other Options

Sadly, Hitmontop is very limited in terms of what it can do in UU. The old standby TechniTop has fallen to the wayside, as too many Pokemon like Zapdos, Yanmega, and Cofagrigus can freely switch into Hitmontop's moves and deal heavy damage both to it and the rest of your team. A Bulk Up set might seem like a good idea, but it is outclassed by other Bulk Up or Curse users such as Scrafty and Snorlax, and it also lacks both the power and the bulk to do its job without excessive support. The rest of Hitmontop's movepool also has a few options that have not yet been mentioned, but they are sorely outclassed. Brick Break and Triple Kick lack the power to deal effective damage, and Triple Kick is also inconsistent in terms of both damage output and accuracy. Earthquake or Technician Bulldoze might seem like good ideas for hitting Nidoqueen and Nidoking while retaining coverage against Chandelure, but they have redundant coverage with Hitmontop's STAB moves. Finally, Counter is an acceptable move if you don't mind letting Hitmontop take a few hits. It has decent surprise value, but it is neither reliable nor recommended.

Checks and Counters

Hitmontop has a lot of Pokemon that can counter it under the right circumstances, but most of them must beware of at least one move from Hitmontop. Mew is one of the few exceptions to this rule; any set with Heal Bell or a Lum Berry can switch into and destroy Hitmontop with near impunity. Togekiss can somewhat claim the same for Heal Bell sets, but less bulky sets must beware of switching into Stone Edge. Nidoqueen and Nidoking both run roughshod over Hitmontop; it is hapless to do anything against them one-on-one. Even eliminating Stealth Rock is beyond it when faced with the offensive power of the royal pains. Cofagrigus, Slowbro, Gallade, and Sableye all hate Toxic, but otherwise laugh at anything Hitmontop could do and easily set up on it. Zapdos can check Hitmontop, but it hates both Stone Edge and Toxic, particularly if it is running an offensive set. Similarly, bulky Roserade can act as a solid check to Hitmontop, but repeated switch-ins can wear it down, as Close Combat and Stone Edge deal around 35% damage. Tricking a Choice item to Hitmontop cuts down on its effectiveness, but can also create more of a problem if Hitmontop manages to make use of the boost it gives. Ultimately, Hitmontop isn't the problem so much as the support it provides. Either have something that spits on everything it can do or take it out quickly, else you will regret it for the entirety of the match.