Hitmontop (Update)

www.smogon.com/dp/pokemon/hitmontop

[OVERVIEW]

<p>Hitmontop is the most used of the three "Hitmons". He has quite a few unique niches in the UU metagame, namely as a stellar Rapid Spinner and one of the few solid counters for Absol and Rock-types such as Rhyperior.</p>

<p>Hitmontop's HP stat is rather low; however, with the help of Intimidate and great defenses, he is still quite bulky. With STAB Close Combat or Revenge, Technician Fake Out and Mach Punch, and Bulk Up, Hitmontop is not just capable of serving as a bulky Rapid Spin user; he is also a very effective sweeper and revenge killer. If you carry Pokemon weak to Stealth Rock, or just want a Pokemon to absorb Rock-type attacks and revenge kill, Hitmontop is definitely a good choice for your team.</p>

[SET]
name: Rapid Spin + Foresight
move 1: Foresight
move 2: Rapid Spin
move 3: Close Combat
move 4: Stone Edge / Rest / Sucker Punch
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 144 Atk / 96 Def / 16 Spe

[SET COMMENTS]

<p>Hitmontop is one of the most reliable users of Rapid Spin in UU, making him a good choice for a team in need of entry hazard removal. Due to Spiritomb’s incredible bulk and ability to block Rapid Spin, he is commonly used on teams who rely on residual damage to defeat the opponent. Since Hitmontop can use Foresight, he is one of the better ways around Spiritomb. Foresight nullifies Spiritomb's Ghost typing and lets Hitmontop hit him with Rapid Spin or a super effective STAB Close Combat. Foresight also allows Hitmontop to use Rapid Spin reliably against Pokemon such as Rotom or Mismagius. With Intimidate, Hitmontop will get many chances to safely switch into Stealth Rock users such as Steelix and spin away the hazards.<p>

[ADDITIONAL COMMENTS]

<p>The EVs are very specific on this set, but can be modified to fit your team's need. 252 HP and 96 Defense with an Impish nature allows Hitmontop to survive a +1 Superpower from Absol, while 144 Attack EVs gives Hitmontop the ability to 2HKO certain Pokemon, such as Registeel, Rhyperior, and Drapion. Hitmontop can also use max Attack EVs with Adamant to OHKO Spiritomb after a Foresight or run max Defense to take physical attacks more comfortably. Special Defense EVs help if you want Hitmontop to handle Shadow Ball from Mismagius and Rotom better. The 16 Speed EVs allow him to outpace Adamant Rhyperior.</p>

<p>Hitmontop achieves excellent two-move coverage with Close Combat and either Sucker Punch or Stone Edge for coverage. The combination of Close Combat and Sucker Punch is unresisted except for Toxicroak, and Sucker Punch allows Hitmontop to revenge kill effectively. However, Stone Edge is a nice attack to hit common Flying-types super effectively, such as Altaria and Moltres. Rest can be used in the last slot as well. Because Hitmontop is often burned or poisoned in the process of Rapid Spinning, and he can take a lot of damage from switching into entry hazards and attacks, he definitely appreciates the full recovery. A cleric such as Chansey, Altaria, or Leafeon is recommended if you choose to use Rest. Close Combat is preferred over other Fighting-type moves because of its high power, perfect accuracy, and the fact that Hitmontop is usually slow enough to go second against harder-hitting foes, meaning the drop in defenses does not impact Hitmontop that much.</p>

<p>Pokemon with 4x weaknesses to Stealth Rock rely on Hitmontop to clear the field before they enter battle. Without Hitmontop's Rapid Spin support, Pokemon such as Charizard, Moltres, and Scyther will often start the battle with 50% HP. With Hitmontop on their team, however, they can freely switch in and cause some serious harm to your opponent..</p>

[SET]
name: TechniTop
move 1: Fake Out
move 2: Close Combat / Revenge
move 3: Mach Punch
move 4: Bullet Punch / Stone Edge
item: Life Orb / Leftovers
ability: Technician
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>With Technician and a whole slew of priority attacks, Hitmontop becomes one of the best revenge killers in the UU metagame. Basically, Hitmontop switches into a Pokemon that he can KO and uses Fake Out to cause the opponent to flinch and deal damage. After Fake Out, the opponent's Pokemon should be in KO range for Mach Punch. Close Combat or Revenge are more powerful STAB attacks, both of which carry various advantages and setbacks. Close Combat can dent physically bulky Pokemon, such as Steelix, for more immediate power; however, Revenge has 90 Base Power because of Technician, or 120 Base Power if used after being hit by a direct attack, making it a very nice option when compared to Close Combat, which lowers Hitmontop's useful and above-average defenses. Keep in mind that Revenge has negative priority, making you attack last. Bullet Punch is there so Hitmontop can revenge kill Ghost-types and Pokemon that resist Mach Punch more effectively. However, Stone Edge is still a viable option to hit Pokemon such as Charizard and Moltres who would otherwise wall this set.</p>

<p>After all of your opponent's Pokemon are weakened and their counters are removed, Hitmontop can utilize his strong priority attacks and proceed to sweep in the late game.</p>

[ADDITIONAL COMMENTS]

<p>This offensively oriented Hitmontop is very easily walled by Pokemon such as Weezing, Spiritomb, Slowbro, and any other defensive Poison-, Ghost-, or Psychic-type. Blaziken is a great Pokemon for getting rid of Spiritomb, because not only can Blaziken catch Spiritomb with a Fire Blast on the switch, he can also switch into Will-O-Wisp or Dark Pulse with ease. Blaziken can also lure and 2HKO Slowbro as well. Unfortunately, the dual weakness to Flying-type attacks is a bad thing in the UU metagame because of Scyther's strong Aerial Ace and Moltres's strong Air Slash. There are a few handy ways of keeping Scyther out of the field and limiting the damage it wreaks on your team. Bulky Pokemon such as Regirock on Rhyperior can use Stealth Rock and limit his ability to switch in. Venusaur, Fighting-types, and Psychic-types are decent Scyther lures, and all can take Scyther out with the correct attack, but these plans are not foolproof by any means, so keeping a Scyther counter (such as nearly any Rock- or Steel-type) is ideal. Moltres is also hampered by Stealth Rock, and carrying a bulky Water-type such as Milotic or Azumarill can make switching into its attacks easier.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Revenge / Mach Punch
move 3: Sucker Punch
move 4: Stone Edge
item: Leftovers
ability: Technician
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>Hitmontop can use Bulk Up to increase its already high Attack and decent Defense, making it very tough to take down. With Hitmontop's defenses so high, it would be a shame to waste them with Close Combat;luckily, Hitmontop has Technician to utilize the move Revenge to its fullest potential.</p>

<p>The strategy starts by scouting your opponent's counters, and then weakening them with strong STAB attacks. If your opponent either does not have a good counter, or has a counter that relies on physical attacks, you can proceed to Bulk Up right away. With a couple of Bulk Ups, Hitmontop can sweep the opposing team with Revenge for STAB, Sucker Punch for coverage and priority, and Stone Edge to hit Flying-type Pokemon. If you wish, you may use Mach Punch instead of Revenge, even though it isn't nearly as powerful or reliable.</p>

[ADDITIONAL COMMENTS]

<p>Pokemon such as Magmortar help pave the way for this Hitmontop set, because it’s main counter is none other than Slowbro. Uxie is tough as well, but Pokemon such as Absol can Pursuit Uxie into oblivion. A Choice Scarf Absol or Drapion can be of use as well to trap and KO Alakazam, who will be a prime revenge killer for Hitmontop. Weezing and Spiritomb also put Bulk Up Hitmontop between a rock and a hard place, making Hitmontop either switch out and lose its boosts, or stay in to get burned. Absol is a nice lure for these Pokemon, as he can Swords Dance on their switch-in and 1-2HKO them with Psycho Cut and Night Slash, respectively.</p>

[Optional Changes]

<p>Hitmontop can use many other sets effectively, but most of his other offensive sets are outclassed by other Fighting-types. A Choice Scarf set may seem like a good option with Hitmontop's very impressive movepool; however, this set is almost always done better by Hitmonlee, due to Hitmontop's much weaker Attack stat. A fast Technician boosted Pursuit is always nice, though.</p>

<p>With a pretty solid base Attack stat, and more importantly, the ability to switch into many common threats, Hitmontop can run a Choice Band set effectively. With Intimidate, Hitmontop can come in on physical attackers like Rhyperior, Drapion, and even Absol, and from there it will definitely find an opportunity to hit something hard with a STAB Close Combat.</p>

<p>Toxic can work on the Rapid Spin set, but with Foresight, Hitmontop has a better way to hit Ghost-types than merely with Toxic, as most of them will Rest it off anyway. Endeavor and Mach Punch could work out nicely together, but with priority omnipresent, and Snover and Hippopotas somewhat present, odds are it won't work too well. The same applies to a Reversal set, though Hitmonlee does that better in any case.</p>

[Counters]

<p>Hitmontop’s worst enemy among opponents are bulky Psychics, as they can shrug off almost any attack Hitmontop has to offer. Also, offensive bulky Psychics such as Slowbro and Slowking immediately threaten Hitmontop with Psychic, while more defensively-minded Psychics (no pun intended) such as Claydol, Uxie, and Mesprit, can set up once Hitmontop switches out.</p>

<p>Hitmontop also has trouble with bulky Poison-types. Weezing absolutely walls it, due to its typing, high defense, and access to Will-o-wisp. Nidoqueen also hinders Hitmontop with its own great defenses and its Poison Point ability. Additionally, Nidoqueen can force out Hitmontop with its wide pool of attacking moves, and can set up Toxic Spikes once the top is gone. Venusaur gives problems to Hitmontop as well, with access to good typing and defenses, access to Sleep Powder, and setting up on the switch.</p>

<p>Finally, Ghost-types, namely Mismagius, Rotom, and Spiritomb, can also create headaches for Hitmontop. Due to their typing, they block Rapid Spin and Hitmontop’s Fighting moves, and only through the use of Foresight can this be circumvented. However, the UU Ghosts also have access to moves like Will-o-Wisp, Trick, and Taunt (for Foresight), allowing them to cripple Hitmontop at their own leisure.</p>
 
[SET]
name: Rapid Spin + Foresight
move 1: Foresight
move 2: Rapid Spin
move 3: Close Combat
move 4: Sucker Punch / Stone Edge / Rest
item: Leftovers
ability: Intimidate
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>This set focuses on getting entry hazards off of your side of the field. With Foresight, Hitmontop can easily beat most of the Ghosts in UU, and if it can't, it will at least be able to Rapid Spin against them. With Intimidate and decent defenses, Hitmontop will be able to switch into a number of common Pokemon. Sucker Punch is great because of its coverage with Close Combat and its priority. Stone Edge is for hitting Froslass, and Rest is for getting rid of any status that might be on Hitmontop.</p>

[ADDITIONAL COMMENTS]

<p>Hitmontop is one of the most reliable users of Rapid Spin in UU, making it a good choice for a team in need of entry hazard removal. In UU, Spiritomb is commonly used on teams who rely on residual damage to defeat the opponent due to Spiritomb’s incredible bulkiness and ability to block Rapid Spin. However, Hitmontop is one of the better ways around it, due to the fact that Hitmontop possesses the move Foresight. Foresight allows Hitmontop to basically nullify Spiritomb's Ghost-type attribute, and hit it with Rapid Spin or a super effective STAB Close Combat. Even when used against Pokemon such as Rotom or Mismagius, Foresight allows Hitmontop to reliably Rapid Spin. With Intimidate lowering your foe's Attack, Hitmontop will get many chances to safely switch into Stealth Rock users, such as Steelix, and Spin away the hazards.<p>

<p>To make Hitmontop a relative threat to your opponent (other than threatening with entry hazard removal), Close Combat can be used with either Sucker Punch or Stone Edge for coverage. Close Combat and Sucker Punch work well with their near perfect coverage and allow Hitmontop to revenge kill effectively. However, Stone Edge is a nice attack to hit some common Flying-types super effectively, such as Altaria and Moltres. Rest can be used in the last slot as well, because with Hitmontop constantly being hit with burn or poison among other damage it may have taken, it can definitely appreciate the full recovery. Close Combat is preferred over other Fighting-type moves because of its high power, perfect accuracy, and the fact that Hitmontop is usually slow enough to go second against harder hitting foes, making the drop in defenses not impact Hitmontop as much.</p>

<p>Pokemon with 4x weaknesses to Stealth Rock essentially rely on Hitmontop to clear the field before they enter battle. Without Hitmontop's Rapid Spin support, Pokemon such as Charizard, Moltres, and Yanmega (isn't Yanmega BL?) will start the battle with 50% HP, which is a bad thing in most circumstances. With Hitmontop on their team, however, they can freely switch in and cause some serious harm to your opponent. If Hitmontop uses Rest, Pokemon like Altaria, Chansey, or Roserade with Heal Bell or Aromatherapy help lessen the time that Hitmontop is asleep.</p>

[SET]
name: TechniTop
move 1: Fake Out
move 2: Close Combat / Revenge
move 3: Mach Punch
move 4: Bullet Punch / Stone Edge
item: Life Orb / Leftovers
ability: Technician
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]
<p>With Technician and a whole slew of priority attacks, Hitmontop becomes one of the best revenge killers in the UU metagame. Basically, Hitmontop switches into a given Pokemon that it can KO, and uses Fake Out to cause it to flinch and deal damage. After Fake Out, the opponent's Pokemon should be in KO range for Mach Punch. Close Combat or Revenge is used as a STAB attack, both of which carry various advantages and setbacks. Close Combat can dent more physically bulky Pokemon, such as Steelix, for more immediate power; however, Revenge has 90 Base Power because of Technician, or 120 Base Power if used after being hit by a direct attack, making it a very nice option when compared to Close Combat, which lowers Hitmontop's useful and above average defenses. Keep in mind that Revenge has a negative priority, making you attack last, though. Bullet Punch is there to basically be able to revenge kill Ghost-types, and Pokemon that resist Mach Punch more effectively. However, Stone Edge is still a viable option to hit Pokemon such as Charizard and Moltres who effectively wall this set.</p>

<p>After all of your opponent's Pokemon are weakened and their counters are removed, Hitmontop can utilize its strong priority attacks and proceed to sweep late game.</p>

<p>This offensively oriented Hitmontop is very easily walled by Pokemon such as Weezing, Spiritomb, Slowbro, and basically any other defensive Poison-, Ghost-, or Psychic-type. Blaziken is a great Pokemon for getting rid of Spiritomb, because not only can Blaziken catch Spiritomb with a Fire Blast on the switch, it can also switch in with ease into Will-O-Wisp or Dark Pulse variants. Blaziken can also lure and 2HKO Slowbro as well. Unfortunately, the weakness to Flying-type attacks is a bad thing in the UU metagame because of Scyther's strong Aerial Ace and Moltres' strong Air Slash, and both Blaziken and Hitmontop share this weakness. To get Scyther out of the way, one can try many tactics. Stealth Rock can be used on a Pokemon such as Regirock or Rhyperior so that Scyther is forced out and will not stay in to Taunt, and Scyther has more trouble switching in with Stealth Rock in play. Venusaur, Fighting-types, and Psychic-types are decent Scyther lures, and all can take Scyther out with the correct attack, but these plans are not fool proof by any means, so keeping a Scyther counter (such as nearly any Rock- or Steel-type) is ideal.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Revenge / Mach Punch
move 3: Sucker Punch
move 4: Stone Edge
item: Leftovers
ability: Technician
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>Hitmontop can use Bulk Up to increase its already high Attack and decent Defense, making it very tough to take down. With Hitmontop's defenses so high, it would be a shame to waste them with Close Combat, but luckily, Hitmontop has Technician to utilize the move Revenge to its fullest potential.</p>

[ADDITIONAL COMMENTS]

<p>The strategy starts by scouting your opponent's counters, and then weakening them with strong STAB attacks. If your opponent either does not have a good counter, or has a counter that relies on physical attacks, you can proceed to Bulk Up right away. With a couple of Bulk Ups, Hitmontop can sweep the opposing team with Revenge for STAB, Sucker Punch for coverage and priority, and Stone Edge to hit the rest of the Pokemon who resist Revenge and Sucker Punch. If you wish, you may use Mach Punch instead of Revenge, even though it isn't nearly as powerful or reliable.</p>

<p>Pokemon such as Magmortar help pave the way for this Hitmontop set, because its main counter is none other than Slowbro, as it packs massive HP and Defense stats, resistance to Fighting-type attacks, and a reliable recovery move. Uxie is tough as well, but Pokemon such as Honchkrow (isn't Honchkrow BL?) can Pursuit Uxie into oblivion, as long as Uxie doesn't carry Thunderbolt. A Choice Scarf Honchkrow or Drapion can be of use as well to trap and KO Espeon who will be a prime revenge killer for Hitmontop. Weezing and Spiritomb also put Bulk Up Hitmontop between a rock and a hard place, making Hitmontop either switch out and lose its boosts, or stay in to get burned. Absol is a nice lure for these Pokemon, as it can Swords Dance on their switch-in and 1-2HKO them with Psycho Cut and Night Slash, respectively.</p>

[SET]
set name: Choice Band
move 1: Close Combat
move 2: Stone Edge
move 3: Mach Punch
move 4: Sucker Punch
item: Choice Band
ability: Intimidate
nature: Adamant
evs: 240 HP / 252 Atk / 16 Spe

[SET COMMENTS]

<p>With a pretty solid base Attack stat, and more importantly the ability to switch into many common threats, Hitmontop can run a Choice Band set effectively. With Intimidate, Hitmontop can come in on physical attackers like Rhyperior, Hariyama, and even Absol, and from there it will definitely find an opportunity to hit something hard with a STAB Close Combat.</p>

[ADDITIONAL COMMENTS]

<p>What sets Hitmontop apart from the other Fighting-types is its ability. Hitmontop has quite impressive physical bulk after Intimidate is factored in.</p>

<p>Close Combat is an obvious choice for Hitmontop since it's hitting Pokemon on the switch. Stone Edge is a great move for any Fighting-type, granting excellent coverage with Close Combat. Mach Punch and Sucker Punch are given; they provide near-perfect coverage and valuable priority. Mach Punch takes care of Pokemon like Absol and Rock Polish Rhyperior, while Sucker Punch lands a heavy hit on Mismagius and Espeon.</p>

<p>If you aren't a fan of the defense drops from Close Combat, you can always use Revenge with Technician. Technician also gives Mach Punch a nice boost. Pursuit is another alternative attack to use with Technician, and can prove really helpful for trapping Ghost-types like Mismagius who would otherwise just switch out.</p>

<p>Since Hitmontop lacks a strong attack with which to hit Pokemon like Slowbro, Uxie, or Slowking, Pokemon that can rid your opponent of these defensive Psychic-types is much appreciated. Spiritomb is also a problem, since Hitmontop cannot deal much damage to a fully defensive variant without getting burned or stalled out of PP. Absol can easily Night Slash its way through these Psychic-types and Spiritomb, even if it gets statused. Moltres is good for luring out and KOing Slowbro, and it also makes a good switch-in to Spiritomb, resisting Dark Pulse (Moltres doesn't resist Dark Pulse) and being immune to Will-O-Wisp. Scyther is good at Pursuit-trapping these Pokemon, and also lures out Pokemon such as Rhyperior and Regirock, giving Hitmontop a chance to switch in and deal damage.</p>
Some corrections here and there. The biggest ones were the mentions of Yanmega and Honchkrow, who I believe are banned from UU.
 
"resistances with Thick Fat making it easier to set up"
I noticed this in the second paragraph of the introduction, and I have no idea why it is there.
 

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
Blast from the past.

Uh it looks pretty good to me. Erm you mention Rhydon but he isn't standard. Also you mention it's the only hitmon that can rapid spin but Hitmonchan/Hitmonlee can also do that. Maybe mention "It's the only viable hitmon spinner?"
 
[Overview]

<p>Hitmontop is the most popular Pokemon out of the three "Hitmons". With its unique ability to Rapid Spin, it has carved a niche for itself, and is a top-tier Pokemon in the UU environment. It is also one of the few solid counters to Absol and Rock-types such as Rhyperior [Rhydon is never used in UU].</p>

<p>Hitmontop's HP stat is rather low; however, with the help of Intimidate and its great defenses, Hitmontop is still rather bulky. With a strong STAB Close Combat (or Revenge), Technician-boosted [you used "strong" twice in a row] priority attacks, and Bulk Up, Hitmontop is not only a bulky Rapid Spinner, [you had a part about Thick Fat which I guess was copy/pasted from something different by accident, I took it out] but also a very effective sweeper and revenge-killer. If you need a versatile Rapid Spinner or just want a bulky revenge-killer who can reliable check Rock-types, Hitmontop is definitely a good choice for your team.</p>
I saw an uncharacteristically large amount of errors in the overview alone, which Fuzznip didn't check, so I did a quick once-over. Take out comments in brackets.
 
Changes in Blue.
Comments in Red.
Hitmontop is Omitted "often one of" the most noticed and used Pokemon out of the three "Hitmons". With its Omitted "unique" ability to Rapid Spin, it has a unique niche, and is constantly a top-tier Pokemon.

With a strong STAB Close Combat or Revenge, strong priority attacks, and Bulk Up, Hitmontop is not only a bulky Rapid Spin user, but can also function as a very effective sweeper and revenge killer. Weird stuff going on there

evs: 252 HP / 144 Atk / 96 Def / 16 Spe Needed a space for the "144 Atk"

252 HP and 96 Defense with an Impish nature allows Hitmontop to survive a +1 Superpower from Absol, CB Adamant Superpower does 60.86% minimum, then 40.79% minimum, 2HKOing unless you switch in; CB Jolly does the same, though with lower chances while 144 Attack EVs gives Hitmontop the ability to 2HKO certain Pokemon such as Registeel, Rhyperior, Not crucial, but Standard has 0.33% of being 2HKOed and Drapion Defensive, the only set Drapion should stay in/switch in to, take 33.14% max to name a few. Hitmontop can use max Attack EVs with Adamant to OHKO Spiritomb Max/Max will be OHKO'd 1/3 of the time after a Foresight, while it can run max Defense to take physical attacks more comfortably. The 16 Speed EVs allows it to outpace Adamant Rhyperior.

To make Hitmontop a relative threat to your opponent (other than threatening Omitted 'with' entry hazard removal), Close Combat can be used with either Sucker Punch or Stone Edge for coverage.

If Hitmontop uses Rest, Pokemon like Altaria, Chansey, or Clefable Insert your own Heal Bell/Aromatherapy user here (Mismagius learns HB, oddly enough) with Heal Bell or Aromatherapy help lessen the time that Hitmontop is asleep.

Keep in mind that Revenge has Omitted 'a' negative priority, making you attack last, though. However, Stone Edge is still a viable option.</p>

Unfortunately, the weakness to Flying-type attacks is a bad thing in the UU metagame because of Scyther's strong Aerial Ace and Moltres' strong Air Slash, and both Blaziken and Hitmontop share this weakness. More weird stuff was happening in that sentence

A Choice Scarf Absol or Drapion can be of use as well to trap and KO Espeon Seems out of place to mention Espeon, though I don't know the UU Meta very well who will be a prime revenge killer for Hitmontop.

Hope I helped.
 
Sorry, I guess I didn't update this one with tier changes. I had roughly 12 of these to do so I guess I must have forked this one. Also when i mass unbold it tends to..well..teleport things. I'll be more careful in the future with that.

Fixing as well as grammar.
 

jc104

Humblest person ever
is a Top Contributor Alumnus
<p>Hitmontop is the most used Pokemon out of the three "Hitmons". Hitmontop excels at Rapid Spinning, meaning he has a unique niche in this UU metagame. He is also one of the few solid counters for Absol and Rock-types such as Rhyperior.</p>

<p>Hitmontop's HP stat is rather low; however, with the help of Intimidate and great defenses, Hitmontop is still quite bulky. With STAB Close Combat or Revenge, strong priority attacks, and Bulk Up, Hitmontop is not only a bulky Rapid Spin user; he is also a very effective sweeper and revenge killer. If you carry Pokemon weak to Stealth Rock, or just want a Pokemon to absorb Rock-type attacks and revenge kill, Hitmontop is definitely a good choice for your team.</p>

[SET]
name: Rapid Spin + Foresight
move 1: Foresight
move 2: Rapid Spin
move 3: Close Combat
move 4: Stone Edge / Rest / Sucker Punch
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 144 Atk / 96 Def / 16 Spe

[SET COMMENTS]

<p>Hitmontop is one of the most reliable users of Rapid Spin in UU, making him a good choice for a team in need of entry hazard removal. In UU, Spiritomb is commonly used on teams who rely on residual damage to defeat the opponent,due to Spiritomb’s incredible bulk and his ability to block Rapid Spin. However, Hitmontop is one of the better ways around Spiritomb, as Hitmontop possesses the move Foresight. Foresight allows Hitmontop to basically nullify Spiritomb's Ghost-type attribute, and hit him with Rapid Spin or a super effective STAB Close Combat. Even when used against Pokemon such as Rotom or Mismagius, Foresight allows Hitmontop to useRapid Spin reliably. With Intimidate lowering your foe's Attack, Hitmontop will get many chances to safely switch into Stealth Rock users, such as Steelix, and Spin away the hazards.<p>

<p>The EVs are very specific on this set, but can be modified to fit your team's need. 252 HP and 96 Defense with an Impish nature allows Hitmontop to survive a +1 Superpower from Absol, while 144 Attack EVs gives Hitmontop the ability to 2HKO certain Pokemon such as Registeel, Rhyperior, and Drapion to name a few. Hitmontop can use max Attack EVs with Adamant to OHKO Spiritomb after a Foresight, while he can run max Defense to take physical attacks more comfortably. Special Defense EVs help if you want Hitmontop to handle Mismagius and Rotom better. The 16 Speed EVs allow him to outpace Adamant Rhyperior.</p>

<p>To make Hitmontop a relative threat to your opponent (other than threatening entry hazard removal), Close Combat can be used with either Sucker Punch or Stone Edge for coverage. Close Combat and Sucker Punch work well with their near-perfect coverage and allow Hitmontop to revenge kill effectively. However, Stone Edge is a nice attack to hit some common Flying-types super effectively, such as Altaria and Moltres. Rest can be used in the last slot as well, because with Hitmontop often having taken burn or poison damage along with any other damage it may have taken, it can definitely appreciate the full recovery. Close Combat is preferred over other Fighting-type moves because of its high power, perfect accuracy, and the fact that Hitmontop is usually slow enough to go second against harder-hitting foes, making the drop in defenses not impact Hitmontop as much.</p>

[ADDITIONAL COMMENTS]

<p>Pokemon with 4x weaknesses to Stealth Rock essentially rely on Hitmontop to clear the field before they enter battle. Without Hitmontop's Rapid Spin support, Pokemon such as Charizard, Moltres, and Scyther will often start the battle with 50% HP, which is a bad thing in most circumstances. With Hitmontop on their team, however, they can freely switch in and cause some serious harm to your opponent. If Hitmontop uses Rest, Pokemon like Altaria, Chansey, or Leafeon with Heal Bell help lessen the time that Hitmontop is asleep.</p>

[SET]
name: TechniTop
move 1: Fake Out
move 2: Close Combat / Revenge
move 3: Mach Punch
move 4: Bullet Punch / Stone Edge
item: Life Orb / Leftovers
ability: Technician
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>With Technician and a whole slew of priority attacks, Hitmontop becomes one of the best revenge killers in the UU metagame. Basically, Hitmontop switches into a given Pokemon that he can KO, and uses Fake Out to cause the opponent to flinch and deal damage. After Fake Out, the opponent's Pokemon should be in KO range for Mach Punch. Close Combat or Revenge is used as a STAB attack, both of which carry various advantages and setbacks. Close Combat can dent more physically bulky Pokemon, such as Steelix, for more immediate power; however, Revenge has 90 Base Power because of Technician, or 120 Base Power if used after being hit by a direct attack, making it a very nice option when compared to Close Combat, which lowers Hitmontop's useful and above- average defenses. Keep in mind that Revenge has negative priority, making you attack last, though. Bullet Punch is there so that you can revenge kill Ghost-types, and Pokemon that resist Mach Punch more effectively. However, Stone Edge is still a viable option to hit Pokemon such as Charizard and Moltres who effectively wall this set.</p>

<p>After all of your opponent's Pokemon are weakened and their counters are removed, Hitmontop can utilize his strong priority attacks and proceed to sweep in the late game.</p>

[ADDITIONAL COMMENTS]

<p>This offensively oriented Hitmontop is very easily walled by Pokemon such as Weezing, Spiritomb, Slowbro, and basically any other defensive Poison-, Ghost-, or Psychic-type. Blaziken is a great Pokemon for getting rid of Spiritomb, because not only can Blaziken catch Spiritomb with a Fire Blast on the switch, it can also switch in with ease into Will-O-Wisp or Dark Pulse variants. Blaziken can also lure and 2HKO Slowbro as well. Unfortunately, the weakness to Flying-type attacks is a bad thing in the UU metagame because of Scyther's strong Aerial Ace and Moltres' strong Air Slash, and both Blaziken and Hitmontop share this weakness. To get Scyther out of the way, one can try many tactics. Stealth Rock can be used on a Pokemon such as Regirock or Rhyperior so that Scyther is forced out and will not stay in to Taunt, and Scyther has more trouble switching in with Stealth Rock in play. Venusaur, Fighting-types, and Psychic-types are decent Scyther lures, and all can take Scyther out with the correct attack, but these plans are not fool proof by any means, so keeping a Scyther counter (such as nearly any Rock- or Steel-type) is ideal.</p>

Pretty nice analysis. Just try to cut out some of the "basically."
 
Changes bolded.

<p>Hitmontop is the most used Pokémon out of the three "Hitmons". Hitmontop excels at Rapid Spinning, meaning he has a unique niche in this UU metagame. He is also one of the few solid counters for Absol and Rock-types such as Rhyperior.</p>

<p>Hitmontop's HP stat is rather low; however, with the help of Intimidate and great defenses, Hitmontop is still quite bulky. With STAB Close Combat or Revenge, strong priority attacks, and Bulk Up, Hitmontop is not only a bulky Rapid Spin user; he is also a very effective sweeper and revenge killer. If you carry Pokémon weak to Stealth Rock, or just want a Pokémon to absorb Rock-type attacks and revenge kill, Hitmontop is definitely a good choice for your team.</p>

[SET]
name: Rapid Spin + Foresight
move 1: Foresight
move 2: Rapid Spin
move 3: Close Combat
move 4: Stone Edge / Rest / Sucker Punch
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 144 Atk / 96 Def / 16 Spe

[SET COMMENTS]

<p>Hitmontop is one of the most reliable users of Rapid Spin in UU, making him a good choice for a team in need of entry hazard removal. In UU, Spiritomb is commonly used on teams which rely on residual damage to defeat the opponent, (add a space) due to Spiritomb’s incredible bulk and his ability to block Rapid Spin. Hitmontop is one of the better ways around Spiritomb, as Hitmontop possesses the move Foresight. Foresight allows Hitmontop to nullify Spiritomb's Ghost-type attribute (remove comma. Also I feel like the previous sentence could be worded better) and hit him with Rapid Spin or a super effective STAB Close Combat. Even when used against Pokémon such as Rotom or Mismagius, Foresight allows Hitmontop to use (add a space) Rapid Spin reliably. With Intimidate lowering your foe's Attack, Hitmontop will get many chances to safely switch into Stealth Rock users, such as Steelix, and spin away the hazards.<p>

<p>The EVs are very specific on this set, but can be modified to fit your team's needs. 252 HP and 96 Defense with an Impish nature allows Hitmontop to survive a +1 Superpower from Absol, while 144 Attack EVs gives Hitmontop the ability to 2HKO certain Pokémon such as Registeel, Rhyperior, and Drapion (remove "to name a few" because it is redundant with "such as"). Hitmontop can use max Attack EVs with Adamant to OHKO Spiritomb after a Foresight, while he can run max Defense to take physical attacks more comfortably. Special Defense EVs help if you want Hitmontop to handle Mismagius and Rotom better. The 16 Speed EVs allow him to outpace Adamant Rhyperior.</p>

<p>To make Hitmontop a threat to your opponent other than threatening entry hazard removal, Close Combat can be used with either Sucker Punch or Stone Edge for coverage. Close Combat and Sucker Punch work well with their near-perfect coverage and allow Hitmontop to revenge kill effectively. However, Stone Edge is a nice attack to hit some common Flying-types super effectively, such as Altaria and Moltres. Rest can be used in the last slot as well, because with Hitmontop often having taken burn or poison damage along with any other damage it may have taken, it can definitely appreciate the full recovery. Close Combat is preferred over other Fighting-type moves because of its high power and perfect accuracy, and the fact that Hitmontop is usually slow enough to go second against harder-hitting foes, making the drop in defenses not impact him as much.</p>

[ADDITIONAL COMMENTS]

<p>Pokémon with 4x weaknesses to Stealth Rock essentially rely on Hitmontop to clear the field before they enter battle. Without Hitmontop's Rapid Spin support, Pokémon such as Charizard, Moltres, and Scyther will often start the battle with 50% HP, which is a bad thing in most circumstances. With Hitmontop on their team, however, they can freely switch in and cause some serious harm to your opponent. If Hitmontop uses Rest, Pokémon like Altaria, Chansey, or Leafeon with Heal Bell help lessen the time that Hitmontop is asleep.</p>

[SET]
name: TechniTop
move 1: Fake Out
move 2: Close Combat / Revenge
move 3: Mach Punch
move 4: Bullet Punch / Stone Edge
item: Life Orb / Leftovers
ability: Technician
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>With Technician and a whole slew of priority attacks, Hitmontop becomes one of the best revenge killers in the UU metagame. Basically, Hitmontop switches into a given Pokémon that he can KO, and uses Fake Out to deal damage while causing the opponent to flinch. (previous wording made it sound like the opponent was dealing the damage) After Fake Out, the opponent's Pokémon should be in KO range for Mach Punch. Close Combat or Revenge is used as a STAB attack, both of which carry various advantages and setbacks. Close Combat can dent more physically bulky Pokémon, such as Steelix, for more immediate power (very awkward wording; consider changing); however, Revenge has 90 Base Power because of Technician, or 120 Base Power if used after being hit by a direct attack, making it a very nice option when compared to Close Combat, which lowers Hitmontop's useful and above- average defenses. Keep in mind, however, that Revenge has negative priority, making you attack last. (remove "though") Bullet Punch is there so that you can revenge kill Ghost-types (remove comma) and Pokémon that resist Mach Punch more effectively. However, Stone Edge is still a viable option to hit Pokémon such as Charizard and Moltres who effectively wall this set.</p>

<p>After all of your opponent's Pokémon are weakened and their counters are removed, Hitmontop can utilize his strong priority attacks and proceed to sweep in the late game.</p>

[ADDITIONAL COMMENTS]

<p>This offensively oriented Hitmontop is very easily walled by Pokémon such as Weezing, Spiritomb, Slowbro, and any other defensive Poison-, Ghost-, or Psychic-type. Blaziken is a great Pokémon for getting rid of Spiritomb, because not only can he catch Spiritomb with a Fire Blast on the switch, he (you refer to pokémon with "he" in other parts of this analysis, so I changed this to remain consistent) can also switch (remove "in"; redundant with "into") with ease into Will-O-Wisp or Dark Pulse variants. Blaziken can (remove "also"; redundant with "as well") lure and 2HKO Slowbro as well. Unfortunately, the weakness to Flying-type attacks is a bad thing in the UU metagame because of Scyther's strong Aerial Ace and Moltres' strong Air Slash, and both Blaziken and Hitmontop share this weakness. To get Scyther out of the way, one can try many tactics. Stealth Rock can be used on a Pokémon such as Regirock or Rhyperior so that Scyther is forced out and will not stay in to Taunt, and Scyther has more trouble switching in with Stealth Rock in play. (previous sentence is confusing; Stealth Rock shouldn't force any pokémon out if it's already in. It's also unclear who's doing the taunting. Also "is forced out" and "will not stay in" are redundant.) Venusaur, Fighting-types, and Psychic-types are decent Scyther lures, and all can take Scyther out with the correct attack, but these plans are not foolproof by any means, so keeping a Scyther counter (such as nearly any Rock- or Steel-type) is ideal.</p>


[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Revenge / Mach Punch
move 3: Sucker Punch
move 4: Stone Edge
item: Leftovers
ability: Technician
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>Hitmontop can use Bulk Up to increase its already high Attack and decent Defense, making it very tough to take down. With Hitmontop's defenses so high, it would be a shame to waste them with Close Combat, but luckily, Hitmontop has Technician to utilize the move Revenge to its fullest potential.</p>

<p>The strategy starts by scouting your opponent's counters, and then weakening them with strong STAB attacks. If your opponent either does not have a good counter (remove comma) or has a counter that relies on physical attacks, you can proceed to Bulk Up (I'm unsure about whether or not this should be capitalized. I'm leaning toward saying it shouldn't be since it's being utilized as a verb rather than a noun) right away. With a couple of Bulk Ups, Hitmontop can sweep the opposing team with Revenge for STAB, Sucker Punch for coverage and priority, and Stone Edge to hit the rest of the Pokémon who resist Revenge and Sucker Punch. If you wish, you may use Mach Punch instead of Revenge, even though it isn't nearly as powerful or reliable.</p>

[ADDITIONAL COMMENTS]

<p>Pokémon such as Magmortar help pave the way for this Hitmontop set, because its main counter is none other than Slowbro, as it packs massive HP and Defense stats, resistance to Fighting-type attacks, and a reliable recovery move. Uxie is tough as well, but Pokémon such as Absol can Pursuit (same deal: capitalize if it's a verb?) Uxie into oblivion, as long as Uxie doesn't carry Thunderbolt. A Choice Scarf Absol or Drapion can be of use as well to trap and KO Alakazam who will be a prime revenge killer for Hitmontop. Weezing and Spiritomb also put Bulk Up Hitmontop between a rock and a hard place, making Hitmontop either switch out and lose its boosts (remove comma) or stay in to get burned. Absol is a nice lure for these Pokémon, as it can Swords Dance on their switch-in and 1-2HKO them with Psycho Cut and Night Slash, respectively.</p>

[Optional Changes]

<p>Hitmontop can use many other sets effectively, but it is simply outclassed by the more offensive Fighting-types as Hitmontop outclasses them for bulky Rapid Spin sets. (previous sentence is awkward; consider revising) A Choice Scarf set may seem like a good option with Hitmontop's very impressive movepool; however, this set is almost always done better by Hitmonlee, due to Hitmontop's much lower Attack stat. A fast Technician-boosted Pursuit is always nice though. A Focus Punch set is better left to Hariyama, because it can make massive Substitutes and has a higher base Attack.</p>

<p>With a pretty solid base Attack stat, and more importantly the ability to switch into many common threats, Hitmontop can run a Choice Band set effectively. With Intimidate, Hitmontop can come in on physical attackers like Rhyperior, Drapion, and even Absol, and from there it will definitely find an opportunity to hit something hard with a STAB Close Combat.</p>

<p>Toxic can work on the Rapid Spin set, but with Foresight, Hitmontop has a better way to hit Ghost-types than merely with Toxic, as most of them will Rest (capitalization if in verb form?) it off anyway. Endeavor and Mach Punch could work out nicely, but with priority omnipresent, and Snover and Hippopotas somewhat common (something is either entirely present or not present at all), odds are it won't work well. The same applies with a Reversal set, though Hitmonlee does that better in any event.</p>
Note that I'm unsure whether or not "Pokémon" is supposed to be spelled with the acute accent over the "e" in these analyses.

There were a lot of places where I felt like adding a hyphen might be prudent; however, my grasp of the correct usage of hyphens is a bit shaky. Consider looking into that.
 
i proofread this but im figuring out how to get word's track changes to copy paste properly into vbulletin. will edit with proofread in a day or two.

edit: realized heysups gone and he said we could edit his threads for him as long as we don't "fuck up" so it's in the op. guess this a bump. i think eo stealth proofread it a few days or a week ago so i guess that makes this grammar check 2.

this needs a counters section
 
I actually have something that can be inserted into "Other Options". This really applies only to the Technitop set, but I believe that it can come in handy:

<p> For the Technitop set, Aerial Ace may be added in the final slot to prevent Venusaur from causing problems to this set, and it also benefits from good coverage and being boosted by Technician. Also, Rapid Spin may be used to allow Hitmontop to function as a Spinner, though putting it in the last slot makes Hitmontop become completely walled by Ghosts. Muscle Band is an option if the recoil from Life Orb is unappealing.</p>

I'll write up the Counters section as well, though it'll take a little bit of time.
Also, thanks to whistle, who actually made me aware of this update.

EDIT: I have the Counters section ready. Feel free to edit in any way you wish.

[Counters]
<p> Weezing is the bane of Hitmontop’s career, as it can shrug off any of its attacks with its high defense, then cripple Hitmontop with Will-o-wisp. Venusaur also stops the spinning top cold with its Poison typing and access to moves like Sleep Powder and Curse, as well as healing off the damage with Leech Seed and Synthesis. Rotom , Spiritomb, and Mismagius also laugh at Hitmontop. Their Ghost typing, along with moves like Will-o-Wisp (and in Spiritomb and Rotom’s case, Trick), screw anyone’s plans with the top, forcing them to switch while the Ghosts potential boost up. Alakazam can revenge-kill Hitmontop without breaking a sweat (unless Hitmontop has Sucker Punch), and other Psychics like Slowbro and Slowking also destroy it. Claydol can also cause headaches, as it resists many of Hitmontop’s attacks, while also being able to hit Hitmontop from the Special side, and setting up Stealth Rock while the top is forced out.</p>

I hope my contributions helped you guys out a lot!

 

Bluewind

GIVE EO WARSTORY
is a Top Contributor Alumnus
Some considerations on the aformentioned Counters section:

- Claydol, Slowbro and Slowking should be merged into a single section of bulky Psychic-type pokémons, because that's a very broad category (also including Uxie, Mesprit, the NUs Grumpig and Exeggutor and so on).

-Venusaur (almost) never carries Curse. Other than that I think that part is ok (though with so many mons listed already I think we should limit the Poison-type section to Weezing and Nidoqueen).

- The ghost part of that counters section definitely needs to be tweaked. If Hitmontop Foresights things like Spiritomb on the switch it can just go for the OHKO with Close Combat (IIRC). Added to that, not all Mismagius or Rotoms carry WoW and none of them have amazing defenses to take a Max Atk CC. Finally, Hitmontop's SpD is awesome; thus making those ghosts much more of "annoyances" due to blocking spin than true counters.

- Alakazam shouldn't be mentioned at all. It's too frail to switch into Close Combat and most Hitmontops carry one of Sucker Punch, Mach Punch or Bullet Punch; thus making it even less reliable.

The addition of Technitop spin to OO looks pretty good.
 
Some considerations on the aformentioned Counters section:

- Claydol, Slowbro and Slowking should be merged into a single section of bulky Psychic-type pokémons, because that's a very broad category (also including Uxie, Mesprit, the NUs Grumpig and Exeggutor and so on).

-Venusaur (almost) never carries Curse. Other than that I think that part is ok (though with so many mons listed already I think we should limit the Poison-type section to Weezing and Nidoqueen).

- The ghost part of that counters section definitely needs to be tweaked. If Hitmontop Foresights things like Spiritomb on the switch it can just go for the OHKO with Close Combat (IIRC). Added to that, not all Mismagius or Rotoms carry WoW and none of them have amazing defenses to take a Max Atk CC. Finally, Hitmontop's SpD is awesome; thus making those ghosts much more of "annoyances" due to blocking spin than true counters.

- Alakazam shouldn't be mentioned at all. It's too frail to switch into Close Combat and most Hitmontops carry one of Sucker Punch, Mach Punch or Bullet Punch; thus making it even less reliable.

The addition of Technitop spin to OO looks pretty good.
Thanks, Bluewind! I'm redoing the Counters section now. Also, it was because of my own Technician+Rapid Spin set (now in Locked/Outdated Analyses) that whistle directed me here, which is how I was able to give a couple ideas for "Other Options".

Just a couple notes. One, the Ghosts are a major annoyance if the set you are using isn't the Foresight+Rapid Spin set. I'll put that in Counters, though. Second, I haven't seen many Nidoqueens, but I can understand why she's a problem, so I'll edit her in too. I'll take off Curse for Venusaur, but I've seen many Venusaur switch in to my Hitmontop. Also, Grumpigs aren't really used in UU, so I won't put that it under the Counters section, unless you''re just giving examples of bulky Psychics. Finally, Mach Punch and Bullet Punch don't kill Alakazam. With Technician, Mach Punch does 41.7%-49.2% to Alakazam, and Bullet Punch does 56%-65.9%. Sucker Punch does kill it, though. I've had 35 people switch in to my Technitop to revenge-kill it, and 34 fell to Sucker Punch. The 35th actually misclicked and chose Trick, which saved his life. That's beside the point, though. I hope I clarified some things up! Besides, at least I'm actually writing the Counters section, because I'm such a nice guy.

EDIT: Here is the new and improved Counters section! (also, I made a good pun in there by accident)

[Counters]

<p>Hitmontop’s worst enemy among opponents are bulky Psychics, as they can shrug off almost any attack Hitmontop has to offer. Also, offensive bulky Psychics such as Slowbro and Slowking immediately threaten Hitmontop with Psychic, while more defensively-minded Psychics (no pun intended) such as Claydol, Uxie, and Mesprit, can set up once Hitmontop switches out.</p>

<p>Hitmontop also has trouble with bulky Poison-types. Weezing absolutely walls it, due to its typing, high defense, and access to Will-o-wisp. Nidoqueen also hinders Hitmontop with its own great defenses and its Poison Point ability. Additionally, Nidoqueen can force out Hitmontop with its wide pool of attacking moves, and can set up Toxic Spikes once the top is gone. Venusaur gives problems to Hitmontop as well, with access to good typing and defenses, access to Sleep Powder, and setting up on the switch.</p>

<p>Finally, Ghost-types, namely Mismagius, Rotom, and Spiritomb, can also create headaches for Hitmontop. Due to their typing, they block Rapid Spin and Hitmontop’s Fighting moves, and only through the use of Foresight can this be circumvented. However, the UU Ghosts also have access to moves like Will-o-Wisp, Trick, and Taunt (for Foresight), allowing them to cripple Hitmontop at their own leisure.</p>

Voila. Anyone else want to point out anything I missed?
 
The OP is also missing a [Team Options] section, and the [Counters] section that was written just above this post needs to be merged in. I am marking this as 'complete' by the GP, but please get these updates made soon so it can be uploaded.
 
I guess if you didn't follow this analysis from the original "concise" workshop, it isn't blatantly obvious that this update is an "update", not a "full revamp".

The reason this is an update is because it was made to update the format into the most current one. The counters section and Team Options sections are done, on site, and up to date (the Team Options section is actually quite good).

Thanks for the counters section (it's longer and more specific, so I may as well add it..). I'll add it into the OP.

In the future look at the current analysis on-site, I mean that's the reason we put the link at the top of the page...
 
One last thing. There's a UU Attacker Hitmontop by franky that's also going through, and it looks like it's going to go up as well. Maybe it would be a good idea if you added that set to this update, so it can be easier to post one complete update instead of an update and a new set. I'm just offering my opinion. I'm excited to see Hitmontop finally get updated, though!

EDIT: I also suggested in an earlier post that Rapid Spin and Aerial Ace could be options for the Technitop set. whistle (on my own Hitmontop thread, now in Locked & Outdated Analyses) and Bluewind in an earler post agreed that Rapid Spin can work, and I have found myself that Aerial Ace allows Hitmontop to deal with Venusaurs that think it's safe to switch in, as well as providing a useful weapon against opposing Fighting-types.
 

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