RU Hitmontop

Sapphire.

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is a Contributor Alumnus
QC Checks: atomicllamas, EonX, Molk
GP Checks: horyzhnz, fleurdyleurse


Overview
########

Hitmontop is a great Pokemon, having incredible bulk and access to Intimidate. In addition, it has access to Rapid Spin and has a decent offensive presence with base 95 Attack, as well as access to priority with Sucker Punch, allowing it to pick off weakened foes. It also has a move that most Rapid Spin users yearn for, Foresight, which prevents identified Ghost-types from spinblocking. However, Defog now removes hazards from both sides of the field, which makes Hitmontop harder to fit onto a team as it faces competition from Pokemon such as Gligar and Golbat.


Rapid Spin
########
name: Rapid Spin
move 1: Rapid Spin
move 2: Close Combat
move 3: Foresight / Toxic
move 4: Sucker Punch / Stone Edge / Toxic
ability: Intimidate
item: Leftovers
evs: 252 HP / 252 Def / 4 SpD
nature: Impish


Moves
========

Rapid Spin is obviously the most important move, allowing Hitmontop to remove entry hazards from your side of the field. Close Combat prevents Hitmontop from being total Taunt bait, and also serves as its STAB attack. The third move is a toss up. Foresight is the preferred move, as it allows Hitmontop to use Rapid Spin and Close Combat on Ghost-type Pokemon unless they have two of them. Even though it's not useful in every game, it can almost always get entry hazards off your side of the field. Without it, Hitmontop finds it extremely difficult to do its job as Ghost-types such as Doublade, Jellicent, and Mega Banette are extremely common. Toxic can be used, and allows Hitmontop to put a timer on deadly sweepers and walls. The last move is also a matter of preference. Sucker Punch is the preferred option, allowing Hitmontop to pick off weakened foes. Stone Edge, however, provides great coverage and lets Hitmontop punish the Flying-type Pokemon that try to switch in on it. Toxic has good utility, and, as stated before, puts a timer on deadly sweepers and walls.


Set Details
========

The given EVs with an Impish nature maximizes Hitmontop's physical bulk. When combined with Intimidate, most physical attackers have a hard time taking Hitmontop down. Leftovers complement Hitmontop's physical bulk, allowing it to heal damage it might have taken from entry hazards or status such as burn and poison.


Usage Tips
========

Switch into physical attackers that Hitmontop can deal with such as Cobalion, opposing Hitmontop, and Zoroark. However, be careful when you see a Ghost-type on your opponent's team. If you predict them switching in, use Foresight so you can use Rapid Spin, or Toxic to wear them down. However, bear in mind that if your opponent has two Ghost-types, it will not be able to use Rapid Spin easily. Note that Hitmontop can easily switch into many of the prominent physical attackers in the tier, thanks to Intimidate. Do not try to switch Hitmontop into super effective special attacks, as they will hurt a lot, and will most likely KO it. Lastly, try not to get Hitmontop inflicted with status because it has no way of curing it, thus getting worn down really easily.


Team Options
========

Hitmontop is great on balanced and stall-based teams that use their own entry hazards and appreciate a bulky spinner. Pokemon that appreciate entry hazard removal such as Yanmega, Moltres, and Delphox make good partners. Psychic-types such as Bronzong and Slowking make great partners because they can switch into Psychic-type moves aimed at it, and in return, Hitmontop can take on the Dark-type moves directed at them. In addition, Dark-types such as Zoroark and Sharpedo make great partners, taking out the Ghost-types that prevent Hitmontop from using Rapid Spin, and can switch in on the Psychic-type moves aimed at Hitmontop. However, they all share the same Fairy-type weakness. Cleric support from Audino and Aromatisse makes them fantastic partners, as they can cure status and pass huge Wishes to improve Hitmontop's longevity.


Other Options
########

Hitmontop can run an Assault Vest set, but it gets worn down very easily, and loses two ways of getting past Ghost-types: Foresight and Toxic. Earthquake can be used to hit most Poison-types such as Skuntank and Amoonguss for at least neutral damage, but it's really hard to find a moveslot for it. Aerial Ace can be used to KO Virizion and other common Pokemon in the tier, though it has little use other than that. High Jump Kick can be used to deal massive amounts of damage, but sadly, Hitmontop loses half of its HP upon missing, and is outclassed by Hitmonlee, which sports higher Attack and Speed, as an attacker. Mach Punch can be used as another form of priority, although Sucker Punch is generally better since it gives Hitmontop a way to hit Psychic-types that fill the tier. Technician can be used as an ability, but Hitmontop is outclassed in offensive roles and Intimidate is one of the only reasons to use it.


Checks & Counters
########

**Psychic-types** Psychic-types such as Reuniclus and Slowking can easily switch into Hitmontop and force it out with their powerful STABmoves.

**Fairy-types** Fairy-types such as Aromatisse and Granbull can switch into Hitmontop's moves with ease and force it out with their STAB attacks.

**Ghost-types** Ghost-types such Mismagius and Cofagrigus can make it difficult for Hitmontop to get its job done, as they can block Rapid Spin, and most of them have access to Will-O-Wisp as well.

**Weezing** Weezing can take any move Hitmontop has and can burn it with Will-O-Wisp. It can also wear down Hitmontop with its own attacks.

**Status** Since Hitmontop has no access to reliable recovery or any way to cure status, it will be worn down easily if afflicted with status.
 
Last edited by a moderator:

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Other Options
########
  • Aerial Ace can be used to KO Yanmega, Virizion and other common Pokemon in the tier, though it has little use other than that.
Stone Edge already hits Yanmega, and hitting pretty much only Virizion harder (who doesn't even resist Fighting) is not even OO worthy.
 

Molk

Godlike Usmash
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Despite the fact that its a wasted moveslot against teams without a Ghost-type, i actually think that Foresight deserves the first slash tbh. It might not end up being useful in every game, but imo the main reason that you should be using Hitmontop is as a defensive Spinner than can reliably get it off, and what allows it to do so is Foresight. Without Foresight Hitmontop is going to be having a HUGE amount of trouble spinning against any team with a ghost type, and considering there are a ton of common Ghost-types in RU atm (Doublade, Meganette, Jellicent, Mismagius, and Cofagrigus are all viable and at least somewhat common off the top of my head). That happens more often than you'd think :x. Even if you have Toxic, you still have to wait a considerable amount of time before you get the spin off (and you become complete set up bait for Doublade), and a lot of the time you cant afford that.

When mentioning what Hitmontop can do for your team outside of using Rapid Spin, be sure to give examples of what its bulk+Intimidate can let it check and counter, because there are quite a few annoying Pokemon that Hitmontop can help out against for sure, some good examples include Zoroark, Cobalion, and Sharpedo to start off.

In team options be sure to mention that Dark-types work pretty well with Hitmontop, just like the Psychic-types you mentioned they can take various Psychic-type moves aimed at Hitmontop quite easily (Zoroark can even disguise itself as Hitmontop in some cases, but Stealth Rock kinda ruins this) On top of this, they help out with the Ghost-types that trouble Hitmontop, perhaps even using Pursuit to trap the frailer ones, which is especially useful if you ARE running toxic.

Also mention in team options that Hitmontop works pretty well on balance/stall teams outside of simply removing Stealth Rock for things like Moltres. These kinds of teams have little offensive presence compared to others, which means that entry hazards can start to really pile up. Because of this they really appreciate what Hitmontop brings: a bulky foresight spinner. In return these kinds of teams also carry the kind of clerical support you mentioned as well, keeping top alive for longer.
 

atomicllamas

but then what's left of me?
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This looks pretty good, you should slash Toxic in the 4th moveslot as well so it looks like this:

name: Rapid Spin
move 1: Rapid Spin
move 2: Close Combat
move 3: Foresight / Toxic
move 4: Sucker Punch / Stone Edge / Toxic

as Sucker Punch and Stone Edge are extremely weak coming off Hitmontop's uninvested attack stat, and toxic has quite a bit off utility (also Foresight + CC is good neutral coverage).

Looks like you got all of Molk's stuff in there so this is QC 1/3 :)
 

Molk

Godlike Usmash
is a Top Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnus
QC Approved 3/3

be sure to mention in OO one of the other reasons an av set doesn't work v. well on hitmontop is because it loses access to not one, but both of its main ways to get past spinblockers by holding it: toxic and foresight.
 

horyzhnz

[10:02:17 AM] flcl: its hory xD
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Sapphire.
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comments

Overview
########

Hitmontop is a great Pokemon, being incredibly having incredible bulk and having access to Intimidate. In addition, it has access to Rapid Spin and has a decent offensive presence as it sports a with base 95 Attack, as well as having access to priority from with Sucker Punch, allowing it to pick off weakened foes. It also has a move that most Rapid Spin users yearn for, Foresight, which prevents identified Ghost-types from spinblocking. However,(AC) in XY, Defog was buffed with the buff to Defog, so now it now removes entry hazards on both sides of the field, making Hitmontop hard to fit onto a team as it faces competition from Pokemon such as Gligar and Golbat.
Rapid Spin
########
name: Rapid Spin
move 1: Rapid Spin
move 2: Close Combat
move 3: Foresight / Toxic
move 4: Sucker Punch / Stone Edge / Toxic
ability: Intimidate
item: Leftovers
evs: 252 HP / 252 Def / 4 SpD
nature: Impish

Moves
========

Rapid Spin is obviously the most important move, allowing Hitmontop to remove entry hazards from your side of the field. Close Combat prevents Hitmontop from being total Taunt bait, and also serves as its STAB attack. The third move is a toss up. Foresight is the preferred move, as it allows Hitmontop to use Rapid Spin and Close Combat on Ghost-type Pokemon
,(RC) unless they have two of them. Even though it's not useful in every game, it can almost always get entry hazards off your side of the fields. Without it, Hitmontop finds it extremely difficult to doing its job as Ghost-types such as Doublade, Jellicent, and Mega Banette are really common. Toxic can be used, and allows Hitmontop to put a timer on deadly sweepers and walls. The last move is also a toss up matter of preference (toss up is already used). Sucker Punch is the preferred option, allowing Hitmontop to pick off weakened foes. Stone Edge, however, provides great coverage and lets Hitmontop to punish the Flying-type Pokemon that try to switch in. Toxic has good utility, and as stated before, it puts a timer on deadly sweepers and walls.

Set Details
========

The given EVs with an Impish nature maximize Hitmontop's physical bulk. In conjunction with Intimidate, most physical attackers have a hard time taking Hitmontop down. Leftovers compliment complement Hitmontop's physical bulk, allowing it to heal damage it might have taken from entry hazards or status such as burn and poison. An Impish nature is used to further increase Hitmontop's bulk.

Usage Tips
========

Switch into physical attackers that Hitmontop can deal with such as Cobalion,
opposing Hitmontop,(AC) and Zoroark thanks to its fantastic bulk and Intimidate. However, be careful when you see a Ghost-type on your opponent's team. If you predict them switching in, use Foresight so you can use Rapid Spin, or Toxic to wear them down. However, note that keep in mind that if your opponent has two Ghost-types, you it will not be able to use Rapid Spin easily. Note that Hitmontop can easily switch into many of the prominent physical attackers in the tier, thanks to Intimidate. Do not try to switch Hitmontop into super effective special attacks, as they will hurt a lot, and will most likely KO it. Lastly, try not to get Hitmontop inflicted with status because it has no way of curing it, this thus getting worn down really easily.

Team Options
========

Hitmontop is great on balanced and
stall-based teams,(RC) as most teams have little offensive presence,(RC) and that use their own entry hazards,(RC) and appreciate a bulky spinner. Pokemon that appreciate entry hazard removal such as Yanmega, Moltres, and Delphox make good partners. Psychic-types such as Bronzong and Slowking make great partners because they can switch into Psychic moves aimed at it, and in return, Hitmontop can take on the Dark-type moves directed at them. In addition, Dark-types such as Zoroark and Sharpedo make great partners, taking out the Ghost-types that prevent Hitmontop from using Rapid Spin, and can switch in on the Psychic-type moves aimed at Hitmontop. However, they all share the same Fairy-type weakness. Cleric support from Audino and Aromatisse makes them fantastic partners, as they can cure status and pass huge Wishes to improve Hitmontop's longevity.
Other Options
########

Hitmontop can run an Assault Vest set, however but it gets worn down very easily, and loses two ways of getting past Ghost-types: Foresight and Toxic. Earthquake can be used to hit many Poison-types such as Skuntank and Amoonguss for at least neutral damage, however but it's really hard to find a moveslot for it. Aerial Ace can be used to KO Virizion and other common Pokemon in the tier, though it has little use other than that. High Jump Kick can be used to deal massive amounts of damage, but sadly, it can miss and upon missing,(RC) Hitmontop loses half of its HP upon missing, and is outclassed by Hitmonlee which sports higher Attack and Speed. Mach Punch can be used as another form of priority, although Sucker Punch is generally better since it gives Hitmontop a way to hit Psychic-types that fill the tier. Technician can be used as an ability, but Hitmontop is outclassed in offensive roles and Intimidate is one of the only reasons to use it.

Checks & Counters
########

**Psychic-types** Psychic-types such as Reuniclus and Slowking can easily switch into Hitmontop
,(RC) and force it out with their powerful STABs moves.
**Fairy-types** Fairy-types such as Aromatisse and Granbull can easily switch into Hitmontop's moves and force it out with their STAB attacks.

**Ghost-types** Ghost-types such Mismagius and Cofagrigus can make it difficult for Hitmontop to get its job done, as they can block Rapid Spin, and most of them have access to Will-O-Wisp as well.

**Weezing** Weezing can take any hit move Hitmontop has and can burn it with Will-O-Wisp. It can also wear down Hitmontop with its own attacks.
**Status** Since Hitmontop has no access to reliable recovery or any way to cure status, it will be worn down easily.

:]

GP 1/2

 
Last edited:

fleurdyleurse

nobody,not even the rain,has such small hands
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hi
Overview
########
Hitmontop is a great Pokemon, having incredible bulk and access to Intimidate. In addition, it has access to Rapid Spin and has a decent offensive presence with base 95 Attack, as well as access to priority with Sucker Punch, allowing it to pick off weakened foes. It also has a move that most Rapid Spin users yearn for, Foresight, which prevents identified Ghost-types from spinblocking. However, with the buff to Defog, it now removes entry hazards on both sides of the field, making Hitmontop hard to fit onto a team as it faces competition from Pokemon such as Gligar and Golbat.
Rapid Spin
########
name: Rapid Spin
move 1: Rapid Spin
move 2: Close Combat
move 3: Foresight / Toxic
move 4: Sucker Punch / Stone Edge / Toxic
ability: Intimidate
item: Leftovers
evs: 252 HP / 252 Def / 4 SpD
nature: Impish
Moves
========
Rapid Spin is obviously the most important move, allowing Hitmontop to remove entry hazards from your side of the field. Close Combat prevents Hitmontop from being total Taunt bait, and also serves as its STAB attack. The third move is a toss up. Foresight is the preferred move, as it allows Hitmontop to use Rapid Spin and Close Combat on Ghost-type Pokemon unless they have two of them. Even though it's not useful in every game, it can almost always get entry hazards off your side of the field. Without it, Hitmontop finds it extremely difficult to do its job as Ghost-types such as Doublade, Jellicent, and Mega Banette are extrealmely common. Toxic can be used, and allows Hitmontop to put a timer on deadly sweepers and walls. The last move is also a matter of preference. Sucker Punch is the preferred option, allowing Hitmontop to pick off weakened foes. Stone Edge, however, provides great coverage and lets Hitmontop to punish the Flying-type Pokemon that try to switch in on it. Toxic has good utility, and, as stated before, it puts a timer on deadly sweepers and walls.
Set Details
========
The given EVs with an Impish nature maximize Hitmontop's physical bulk. IWhen conjunctionmbined with Intimidate, most physical attackers have a hard time taking Hitmontop down. Leftovers complement Hitmontop's physical bulk, allowing it to heal damage it might have taken from entry hazards or status such as burn and poison.
Usage Tips
========
Switch into physical attackers that Hitmontop can deal with such as Cobalion, opposing Hitmontop, and Zoroark. However, be careful when you see a Ghost-type on your opponent's team. If you predict them switching in, use Foresight so you can use Rapid Spin, or Toxic to wear them down. However, keepbear in mind that if your opponent has two Ghost-types, it will not be able to use Rapid Spin easily. Note that Hitmontop can easily switch into many of the prominent physical attackers in the tier, thanks to Intimidate. Do not try to switch Hitmontop into super effective special attacks, as they will hurt a lot, and will most likely KO it. Lastly, try not to get Hitmontop inflicted with status because it has no way of curing it, thus getting worn down really easily.
Team Options
========
Hitmontop is great on balanced and stall-based teams that use their own entry hazards and appreciate a bulky spinner. Pokemon that appreciate entry hazard removal such as Yanmega, Moltres, and Delphox make good partners. Psychic-types such as Bronzong and Slowking make great partners because they can switch into Psychic-type moves aimed at it, and in return, Hitmontop can take on the Dark-type moves directed at them. In addition, Dark-types such as Zoroark and Sharpedo make great partners, taking out the Ghost-types that prevent Hitmontop from using Rapid Spin, and can switch in on the Psychic-type moves aimed at Hitmontop. However, they all share the same Fairy-type weakness. Cleric support from Audino and Aromatisse makes them fantastic partners, as they can cure status and pass huge Wishes to improve Hitmontop's longevity.
Other Options
########
Hitmontop can run an Assault Vest set, but it gets worn down very easily, and loses two ways of getting past Ghost-types: Foresight and Toxic. Earthquake can be used to hit manyost Poison-types such as Skuntank and Amoonguss for at least neutral damage, but it's really hard to find a moveslot for it. Aerial Ace can be used to KO Virizion and other common Pokemon in the tier, though it has little use other than that. High Jump Kick can be used to deal massive amounts of damage, but sadly, Hitmontop loses half of its HP upon missing, and is outclassed by Hitmonlee, which sports higher Attack and Speed, as an attacker. Mach Punch can be used as another form of priority, although Sucker Punch is generally better since it gives Hitmontop a way to hit Psychic-types that fill the tier. Technician can be used as an ability, but Hitmontop is outclassed in offensive roles and Intimidate is one of the only reasons to use it.
Checks & Counters
########
**Psychic-types** Psychic-types such as Reuniclus and Slowking can easily switch into Hitmontop and force it out with their powerful STABs moves.
**Fairy-types** Fairy-types such as Aromatisse and Granbull can easily switch into Hitmontop's moves with ease and force it out with their STAB attacks.
**Ghost-types** Ghost-types such Mismagius and Cofagrigus can make it difficult for Hitmontop to get its job done, as they can block Rapid Spin, and most of them have access to Will-O-Wisp as well.
**Weezing** Weezing can take any move Hitmontop has and can burn it with Will-O-Wisp. It can also wear down Hitmontop with its own attacks.
**Status** Since Hitmontop has no access to reliable recovery or any way to cure status, it will be worn down easily if afflicted with status.

Overview
########
Hitmontop is a great Pokemon, having incredible bulk and access to Intimidate. In addition, it has access to Rapid Spin and has a decent offensive presence with base 95 Attack, as well as access to priority with Sucker Punch, allowing it to pick off weakened foes. It also has a move that most Rapid Spin users yearn for, Foresight, which prevents identified Ghost-types from spinblocking. However, with the buff to Defog, it now removes entry hazards on both sides of the field, making Hitmontop hard to fit onto a team as it faces competition from Pokemon such as Gligar and Golbat.
Rapid Spin
########
name: Rapid Spin
move 1: Rapid Spin
move 2: Close Combat
move 3: Foresight / Toxic
move 4: Sucker Punch / Stone Edge / Toxic
ability: Intimidate
item: Leftovers
evs: 252 HP / 252 Def / 4 SpD
nature: Impish
Moves
========
Rapid Spin is obviously the most important move, allowing Hitmontop to remove entry hazards from your side of the field. Close Combat prevents Hitmontop from being total Taunt bait, and also serves as its STAB attack. The third move is a toss up. Foresight is the preferred move, as it allows Hitmontop to use Rapid Spin and Close Combat on Ghost-type Pokemon unless they have two of them. Even though it's not useful in every game, it can almost always get entry hazards off your side of the field. Without it, Hitmontop finds it extremely difficult to do its job as Ghost-types such as Doublade, Jellicent, and Mega Banette are extremely common. Toxic can be used, and allows Hitmontop to put a timer on deadly sweepers and walls. The last move is also a matter of preference. Sucker Punch is the preferred option, allowing Hitmontop to pick off weakened foes. Stone Edge, however, provides great coverage and lets Hitmontop punish the Flying-type Pokemon that try to switch in on it. Toxic has good utility, and, as stated before, puts a timer on deadly sweepers and walls.
Set Details
========
The given EVs with an Impish nature maximize Hitmontop's physical bulk. When combined with Intimidate, most physical attackers have a hard time taking Hitmontop down. Leftovers complement Hitmontop's physical bulk, allowing it to heal damage it might have taken from entry hazards or status such as burn and poison.
Usage Tips
========
Switch into physical attackers that Hitmontop can deal with such as Cobalion, opposing Hitmontop, and Zoroark. However, be careful when you see a Ghost-type on your opponent's team. If you predict them switching in, use Foresight so you can use Rapid Spin, or Toxic to wear them down. However, bear in mind that if your opponent has two Ghost-types, it will not be able to use Rapid Spin easily. Note that Hitmontop can easily switch into many of the prominent physical attackers in the tier, thanks to Intimidate. Do not try to switch Hitmontop into super effective special attacks, as they will hurt a lot, and will most likely KO it. Lastly, try not to get Hitmontop inflicted with status because it has no way of curing it, thus getting worn down really easily.
Team Options
========
Hitmontop is great on balanced and stall-based teams that use their own entry hazards and appreciate a bulky spinner. Pokemon that appreciate entry hazard removal such as Yanmega, Moltres, and Delphox make good partners. Psychic-types such as Bronzong and Slowking make great partners because they can switch into Psychic-type moves aimed at it, and in return, Hitmontop can take on the Dark-type moves directed at them. In addition, Dark-types such as Zoroark and Sharpedo make great partners, taking out the Ghost-types that prevent Hitmontop from using Rapid Spin, and can switch in on the Psychic-type moves aimed at Hitmontop. However, they all share the same Fairy-type weakness. Cleric support from Audino and Aromatisse makes them fantastic partners, as they can cure status and pass huge Wishes to improve Hitmontop's longevity.
Other Options
########
Hitmontop can run an Assault Vest set, but it gets worn down very easily, and loses two ways of getting past Ghost-types: Foresight and Toxic. Earthquake can be used to hit most Poison-types such as Skuntank and Amoonguss for at least neutral damage, but it's really hard to find a moveslot for it. Aerial Ace can be used to KO Virizion and other common Pokemon in the tier, though it has little use other than that. High Jump Kick can be used to deal massive amounts of damage, but sadly, Hitmontop loses half of its HP upon missing, and is outclassed by Hitmonlee, which sports higher Attack and Speed, as an attacker. Mach Punch can be used as another form of priority, although Sucker Punch is generally better since it gives Hitmontop a way to hit Psychic-types that fill the tier. Technician can be used as an ability, but Hitmontop is outclassed in offensive roles and Intimidate is one of the only reasons to use it.
Checks & Counters
########
**Psychic-types** Psychic-types such as Reuniclus and Slowking can easily switch into Hitmontop and force it out with their powerful STAB moves.
**Fairy-types** Fairy-types such as Aromatisse and Granbull can switch into Hitmontop's moves with ease and force it out with their STAB attacks.
**Ghost-types** Ghost-types such Mismagius and Cofagrigus can make it difficult for Hitmontop to get its job done, as they can block Rapid Spin, and most of them have access to Will-O-Wisp as well.
**Weezing** Weezing can take any move Hitmontop has and can burn it with Will-O-Wisp. It can also wear down Hitmontop with its own attacks.
**Status** Since Hitmontop has no access to reliable recovery or any way to cure status, it will be worn down easily if afflicted with status.

GP. 2/2
 
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