Hitmontop [4F]

Heysup

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Hitmontop took a bit, because I was busy with Grad stuff.

Basically I rewrote everything to pertain to UU. I changed the EVs, and I changed the standard Rapid Spin set.

I moved CB to OO, as its plainly outclassed by Hariyama or Hitmonlee. Either way, its not THAT good on Hitmontop, and I'd rather use a Life Orb and utilize Fake Out with Technitop.
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[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>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 effective ly, 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 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, 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 Honchkrow's strong Drill Peck and Moltres' strong Air Slash, and both Blaziken and Hitmontop share this weakness. To get Honchkrow out of the way, one can try many tactics. Stealth Rock can be used on a Pokemon such as Regirock, so that Honchkrow is forced out and will not stay in to Taunt, and Honchkrow has a little more trouble switching in with Stealth Rock in play. Roserade, Venusaur, and Psychic-types are decent Honchkrow lures, and all can take Honchkrow out with the correct attack, but these plans are not fool proof by any means, so keeping a Honchkrow counter (such as nearly any Rock-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. 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 Bullet 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, resistances to Fighting-type attacks, and a reliable recovery move. Uxie is tough as well, but Pokemon such as Honchkrow 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 Rhydon, Golem, Hariyama, and even Absol, and from there it will definitely find an opportunity to hit something hard with a STAB Close Combat.</p>

<p>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 Rhydon, 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. Blaziken is good for luring out and KOing Slowbro, and it also makes a good switch-in to Spiritomb, resisting Dark Pulse and being immune to Will-O-Wisp. Scyther is good at Pursuit trapping these Pokemon, and also lures out Rhydon and Regirock, giving Hitmontop a great chance to switch in and deal damage.</p>

[Team Options]

<p>Hitmontop is one of the best Rapid Spinners and tanks in the UU environment. Hitmontop always appreciates Pokemon who can take Will-O-Wisp from its main counter, Spiritomb, and also works great with Pokemon who can abuse the Stealth Rock free battlefield, such as Charizard, Moltres, and Yanmega. With Toxic Spikes on the field, Hitmontop has a hard time Rapid Spinning, because its health will slowly dwindle. Having a grounded Poison-type such as Nidoking or Drapion can help with this, as well as possibly an Aromatherapy or Wish supporter such as Chansey.</p>

<p>Hitmontop has trouble sweeping or supporting with certain Pokemon in the way. Pokemon such as Slowbro wall Hitmontop all day, while threatening with a STAB Psychic. A good way to remove Slowbro is to use a Pokemon such as Magmortar, Nidoking, or Blaziken. These wall breakers hit very hard with Thunderbolt and Hidden Power, and will always 2HKO Slowbro even if Fire Blast is used first. Claydol is difficult for Hitmontop to get around, and it’s a common Stealth Rock user. In order for Hitmontop to get Rapid Spin off and not take a STAB Psychic, Pokemon such as Honchkrow can switch in and trap Claydol, being immune to both of its STABs and easily KOing Claydol with Pursuit or Night Slash.</p>

<p>Hitmontop provides some decent resistances, as well as good defensive stats, but there are still many Pokemon who can easily fire off strong attacks to get an easy KO. Fast Psychic-type Pokemon such as Espeon can easily switch in to most attacks (though not too often), and OHKO Hitmontop back with a STAB Psychic. Pokemon such as Slowbro, Claydol, and even Hypno can also send Hitmontop packing. So with all of these Psychic-type Pokemon sending out STAB attacks at Hitmontop, it is to no surprise that Honchkrow makes one of the best partners for Hitmontop, as mentioned in the previous paragraph, but as a defensive counter as well with its immunity to Psychic. Hitmontop is also weak to Flying-type attacks, which many switch-ins carry. Honchkrow is an example of a Flying-type switch-in who will send strong Drill Peck at Hitmontop. Regirock, Rhydon, Relicanth, and other Rock-types can take these Flying-type attacks with ease. Steelix and Registeel are helpful teammates as well, resisting both Psychic and Flying-type attacks which will be commonly aimed at Hitmontop.</p>

<p>Luckily for Hitmontop, it covers at least some of the Pokemon seen with its counters. Slowbro, Espeon, and Claydol are commonly seen with Pokemon such as Registeel, who Hitmontop easily handles. However, Pokemon like Roserade are also common with Slowbro, so carrying a decent counter for these Pokemon, such as Registeel, works wonders for your team. Spiritomb is often used on teams with Omastar, and that’s because it’s the most durable Ghost-type to block Rapid Spin. So when you send Hitmontop in to Rapid Spin the Spikes and Stealth Rock off of the field, be sure to use Foresight first if you are expecting a Ghost-type to switch in.</p>

<p>Hitmontop is a very versatile Pokemon in that it can sweep and (emphasis (e.g. italics) should be placed on the “and”, I’m just unsure of the appropriate tag) support effectively, and there are a couple strategies one may use to take advantage of this. For the Rapid Spin set, especially if you have no prior knowledge of your opponent's team, it's best to use Rapid Spin (assuming Stealth Rock is in effect to begin with) right away, because people are often afraid of switching their Spiritomb or Ghost-type into a Foresight immediately, and instead send in their "TechniTop" counter, as they have less to lose. Basically, with any Hitmontop set, the idea is to know what’s coming in and to react accordingly; for example, using Rapid Spin when you feel a Pokemon such as Slowbro is coming in, and using Foresight when you think Spiritomb is coming in. On any set, be sure to abuse the Dark-types in the tier, such as Honchkrow and Drapion, who can easily Pursuit many of Hitmontop's counters. You can easily pull off an effective "double switch" strategy, switching to your Dark-type immediately after sending Hitmontop in.</p>

[Other Options]

<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. 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. A Focus Punch set is better left to Hariyama, because it can make massive Substitutes, has a higher base Attack, and has more

<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, but with priority omnipresent, and Snover and Hippopotas somewhat present, odds are it won't work well. The same applies with a Reversal set, though Hitmonlee does that better in any event.</p>


[EVs]

<p>These EVs are given to give Hitmontop maximum Attack, to threaten its switch-ins and maximum HP to increase Hitmontop's bulkiness.</p>

<p>The Attack is especially important, even for bulkier sets such as the Rapid Spin set, because it needs Close Combat to do a threatening amount of damage to Pokemon like Spiritomb. Speed is not needed, because almost all of Hitmontop's sets include a priority move, or use Revenge which benefits from going last.</p>

[Opinion]

<p>Hitmontop is often one of the most noticed and used Pokemon out of the three "Hitmons". With its unique ability to Rapid Spin, it has a unique niche, and is constantly a top-tier Pokemon. It is also one of the few solid counters for Absol and Rock-types such as Rhydon.</p>

<p>Hitmontop's HP stat is rather low, however with the help of Intimidate and great defenses, Hitmontop is still rather bulky. With a strong STAB Close Combat or Revenge, strong priority attacks, and Bulk Up, Hitmontop is not only a bulky Rapid Spin user resistances with Thick Fat making it easier to set up.</p>; it’s 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>

[Counters]

<p>The Rapid Spin set doesn't have a lot of counters per se, because anything that doesn't block Rapid Spin lets it do its primary job. Ghost-types like Rotom, Spiritomb, and Mismagius come to mind as counters, blocking Rapid Spin and being able to burn Hitmontop, or just attack Hitmontop with a strong STAB attack.</p>

<p>Nearly any Psychic-type can deal with Hitmontop, ranging from faster Pokemon such as Espeon to slower and more bulky Pokemon like Slowbro. A STAB Psychic definitely puts a dent in Hitmontop, if it isn't KOed. Weezing is a great example of a Poison-type who easily counters Hitmontop. Weezing can just use Will-O-Wisp to put Hitmontop in a very weak state.</p>
 
Why doesn't technitop use CC?
EDIT: It also has access to sucker punch now, which is better than bullet punch IMO.

I mentioned this in the analysis, which I posted minutes ago so you probably didnt read it all.

CC drops Hitmontop's defenses for no reason, when Revenge does 120 when Hitmontop goes last, and 90 power when Hitmontop goes first. CC just takes away from Hitmontop's bulk.

Sucker Punch = lose to SubCM Mismagius (and Espeon) = bad.
 
Revenge actually works like Avalanche. It always goes last, and will double in power if Hitmontop is attacked. So CC brings more immediate power to the table, especially against switch-ins.

LO CC will always 2HKO Steelix, while Revenge will only 2HKO standard Steelix 23% of the time unless it attacks you (which defeats the purpose of picking Revenge). CC also lets you outspeed and OHKO Clefable (which Mach Punch won't always OHKO - in fact neither will 90 BP Revenge) and any other slow wall for the matter.

For those reasons I would suggest CC be made the primary option or at the very least slashed in.
 
Revenge actually works like Avalanche. It always goes last, and will double in power if Hitmontop is attacked. So CC brings more immediate power to the table, especially against switch-ins.

LO CC will always 2HKO Steelix, while Revenge will only 2HKO standard Steelix 23% of the time unless it attacks you (which defeats the purpose of picking Revenge). CC also lets you outspeed and OHKO Clefable (which Mach Punch won't always OHKO - in fact neither will 90 BP Revenge) and any other slow wall for the matter.

For those reasons I would suggest CC be made the primary option or at the very least slashed in.

Oh, I guess I didnt notice that somehow all through my testing. Anyway, I'll add it in as a primary option, even though I'll emphasize Revenge as a way to "preserve bulkiness".
 
yeah


basically, if you dont understand why its so effective, foresight + rapidspin allows hitmontop to pretty much always eliminate opposing spikes as well as hurt the ghost-types such as missy / spiritomb for big damage. having a rapid spinner that cant be stopped really hurts stall.
 
I moved CB to OO, as its plainly outclassed by Hariyama or Hitmonlee.

I would disagree with this- having used Choice Band Hitmontop extensively I don't think it's outclassed at all. You argue that:

Hariyama also does a bulky Choice Band set better than Hitmontop, again because of its higher Attack, bulkiness, and resistances.

This statement doesn't take into account Hitmontop's advantages over Hariyama, such as Intimidate or Technician, higher base speed (which is useful for the likes of Rhydon and Azumarill, to name a couple) Mach Punch and Sucker Punch.

So while Hitmontop has a nice Attack stat, and can possibly use a nice Choice Band set, it’s usually done better by Hitmonlee, similar to a Choice Scarf set.

I wouldn't say that it's outclassed by Hitmonlee either, as Hitmontop makes a great switch into all sorts of physical attacks thanks to that decent defense and Intimidate, which can't be said of Hitmonlee at all- Technician is worth considering here too.

Either way, its not THAT good on Hitmontop, and I'd rather use a Life Orb and utilize Fake Out with Technitop.

Assuming that you are comparing a Technician Choice Bander to TechniTop, Life Orb really takes away from Hitmontop's survivability, and makes it hard to come in on even resisted attacks more than once or twice without Wish support (which probably merits a mention somewhere too, from Chansey or Clefable) Choice Band Hitmontop doesn't suffer quite as badly in this regard every time it attacks. I guess you could just say 'use Leftovers on TechniTop then,' which is all well and good but you'll have difficulty hurting anything. And this is all ignoring the fact that you could just use Intimidate on a Choice Band set instead, which has no problems differentiating itself from TechniTop or any other set.

Something else that warrants a mention is that, when using Hitmonlee as a Rapid Spinner, you really need a grounded poison somewhere in order to stop it from getting neutered by Toxic Spikes.

I don't know if you've had any experience with it, but I and a few others have had some success with a ReSTalk set, which sort-of makes up for Hitmontop's lack of recovery. I think it's well worth adding, but otherwise it's worth a mention in Other Options at least.
 
Foresight + Rapid Spin? Has this been tested, like, at all?

Its the most common Hitmontop set, so yes, it has been tested, like, at all. Have you even played UU?

I would disagree with this- having used Choice Band Hitmontop extensively I don't think it's outclassed at all. You argue that:

I wouldn't say that it's outclassed by Hitmonlee either, as Hitmontop makes a great switch into all sorts of physical attacks thanks to that decent defense and Intimidate, which can't be said of Hitmonlee at all- Technician is worth considering here too.


Assuming that you are comparing a Technician Choice Bander to TechniTop, Life Orb really takes away from Hitmontop's survivability, and makes it hard to come in on even resisted attacks more than once or twice without Wish support (which probably merits a mention somewhere too, from Chansey or Clefable) Choice Band Hitmontop doesn't suffer quite as badly in this regard every time it attacks. I guess you could just say 'use Leftovers on TechniTop then,' which is all well and good but you'll have difficulty hurting anything. And this is all ignoring the fact that you could just use Intimidate on a Choice Band set instead, which has no problems differentiating itself from TechniTop or any other set.

Something else that warrants a mention is that, when using Hitmonlee as a Rapid Spinner, you really need a grounded poison somewhere in order to stop it from getting neutered by Toxic Spikes.

I don't know if you've had any experience with it, but I and a few others have had some success with a ReSTalk set, which sort-of makes up for Hitmontop's lack of recovery. I think it's well worth adding, but otherwise it's worth a mention in Other Options at least.


Ill mention Toxic Spikes, I forgot about that actually.

And for the CB thing. I found when I tested this (not extensively, but a fair amount), it was basically somewhere in between using a gimped Life Orb set, or Hitmonle offensively, and a CB Hariyama defensively. I would like a couple more opinions on this before re-adding it in if thats ok, because I personally didnt like it at all.

Can you show me this Restalk set? Ill possibly test it, or if enough people say its good I can just go ahead an add it in OO / as a set.
 
Techinitop should have pursuit. Hitmontop can force switches on a lot of stuff, and a well predicted pursuit can really make a difference.
 
Techinitop should have pursuit. Hitmontop can force switches on a lot of stuff, and a well predicted pursuit can really make a difference.

Yea, I have actually used that before. I found a little..luckluster but it did work sometimes. Would you be alright if I just added it in Set Comments?
 
[SET]
name: Rapid Spin + Foresight
move 1: Foresight
move 2: Rapid Spin
move 3: Close Combat
move 4: Sucker Punch / Stone Edge
item: Leftovers
ability: Intimidate
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET 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, because if its incredible bulkiness and ability to block Rapid Spin. However, Hitmontop is one of the better ways around it, due to the fact it 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 on Pokemon such as Rotom or Mismagius, Foresight allows Hitmontop to reliably Rapid Spin against them. 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 being Rapid Spin 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 effective, such as Altaria and Moltres. 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 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.</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 are used as a STAB attack, while both carrying various advantages and setbacks. Close Combat can dent more physically bulky Pokemon such as Steelix for more immediate power, however, Revenge has (remove 'a') 90 base power because of Technician, or (remove 'an') 120 base power if used after being hit, 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, while it also hits Crobat on the switch.</p>

<p>After all of your opponent's Pokemon are weakened(nc) 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 (remove 'with ease') as well. Unfortunately, the weakness to Flying-type attacks is a bad thing in the UU metagame(nc) because of Crobat's strong Brave Bird, and both Blaziken and Hitmontop share this weakness. To get Crobat out of the way, one can try many tactics. Stealth Rock can be used on a Pokemon such as Regirock, so that Crobat is forced out and will not stay in to Taunt, and Crobat has a little more trouble switching in with Stealth Rock in play. Shaymin and Yanmega are decent Crobat lures, and both can take Crobat out on a predicted Psychic, but these plans are not fool proof by any means, so keeping a Crobat counter (such as nearly any Rock-type) is ideal.</p>
 
[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Revenge / Mach Punch
move 3: Bullet 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. 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, Bullet Punch for coverage and priority, and (remove 'of course') Stone Edge to hit the rest of the Pokemon who resist Revenge and Bullet 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, resistances to Fighting and Steel-type attacks, and a reliable recovery move. Uxie is tough as well, and but Pokemon such as Honchkrow can Pursuit Uxie into oblivion, as long as it 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>

[Team Options]

<p>Hitmontop is one of the best Rapid Spinners(nc) and tanks in the UU environment. Hitmontop always appreciates Pokemon who can take Will-O-Wisp from its main counter, Spiritomb, and also works great with Pokemon who can abuse the Stealth Rock free battlefield, such as Charizard, Moltres, and Yanmega. With Toxic Spikes on the field, Hitmontop has a hard time Rapid Spinning, because its health will slowly dwindle down. Having a grounded Poison-type such as Nidoking or Drapion can help with this, as well as possibly an Aromatherapy or Wish supporter such as Chansey.</p>

<p>Hitmontop has trouble sweeping or supporting with certain Pokemon in the way. Pokemon such as Slowbro wall Hitmontop all day, while threatening with a STAB Psychic. A good way to remove Slowbro is to use a Pokemon such as Magmortar, Nidoking, or Blaziken. These wall breakers hit very hard with Thunderbolt and Hidden Power, and will always 2HKO Slowbro even if Fire Blast is used first. Claydol is difficult for Hitmontop to get around, and it’s a common Stealth Rock user. In order for Hitmontop to get Rapid Spin off and not take a STAB Psychic, Pokemon such as Honchkrow can switch in and trap Claydol, being immune to both of its STABs and easily KOing Claydol with Pursuit or Night Slash.</p>

<p>Hitmontop provides some decent resistances, as well as good defensive stats, but there are still many Pokemon who can easily fire off strong attacks to get an easy KO. Fast Psychic-type Pokemon such as Espeon can easily switch in to most attacks (though not too often), and OHKO Hitmontop back with a STAB Psychic. Pokemon such as Slowbro, Claydol, and even Hypno can also send Hitmontop packing. So with all of these Psychic-type Pokemon sending out STAB attacks at Hitmontop, it is to no surprise that Honchkrow makes one of the best partners for Hitmontop, as mentioned in the previous paragraph, but as a defensive counter as well with its immunity to Psychic. Hitmontop is also weak to Flying-type attacks, and many switch-ins carry them to hit Hitmontop with. Crobat is an example of a Flying-type switch-in, who will send strong Brave Birds at Hitmontop. Regirock, Rhydon, Relicanth, and other Rock-types can take these Flying-type attacks with ease. Steelix and Registeel are also helpful teammates as well, resisting both Psychic and Flying-type attacks which will be commonly aimed at Hitmontop.</p>

<p>Luckily for Hitmontop, it covers at least some of the Pokemon seen with its counters. Slowbro, Espeon, and Claydol are commonly seen with Pokemon such as Registeel, who Hitmontop easily handles. However, Pokemon like Roserade and Crobat are also common with Slowbro, so carrying a decent counter for these Pokemon, such as Registeel, works wonders for your team. Spiritomb is often used on teams with Omastar, and that’s because it’s the most durable Ghost-type to block Rapid Spin. So when you send Hitmontop in to Rapid Spin the Spikes and Stealth Rock off of the field, be ready to use Foresight before Rapid Spin, allowing you to threaten Spiritomb with a super effective Close Combat, and it allows you to freely use Rapid Spin.</p>

<p>Hitmontop is a very versatile Pokemon, in that it can sweep and support effectively, and there are a couple strategies one may use to take advantage of this. For the Rapid Spin set, and if you have no prior knowledge of your opponent's team, it's best to use Rapid Spin (assuming Stealth Rock is in effect to begin with) right away, because people are often afraid of switching their Spiritomb or Ghost-type into a Foresight immediately, and instead send in their "TechniTop" counter, as they have less to lose. Basically, with any Hitmontop set, the idea is to know what’s coming in and to react accordingly. For example using Rapid Spin when you feel a Pokemon such as Slowbro is coming in, and using Foresight when you think Spiritomb is coming in. On any set, be sure to abuse the Dark-types in the tier, such as Honchkrow and Drapion, who can easily Pursuit many of Hitmontop's counters, and you can easily pull off an effective "double switch" strategy, switching to your Dark-type immediately after sending Hitmontop in.</p>

[Other Options]

<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. So while Hitmontop has a nice Attack stat, and can possibly use a (remove 'nice') Choice Band set, it’s usually done better by Hariyama, because it is outclassed offensively and defensively. A Choice Scarf set could 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. However, a fast Technician boosted Pursuit is always nice.</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, but with priority omnipresent, and Snover and Hippopotas somewhat present, odds are it won't work well. The same applies with a Reversal set, though Hitmonlee does that better in any event.</p>

<p>A Focus Punch set is better left to Hariyama who can make massive Substitutes, has a higher base Attack, and has nicer resistances with Thick Fat. Hariyama also does a bulky Choice Band set better than Hitmontop, again because of its higher Attack, bulkiness, and resistances.</p>

[EVs]

<p>These EVs are given to give Hitmontop maximum Attack, to threaten its switch-ins and maximum HP to increase Hitmontop's bulkiness.</p>

<p>The Attack is especially important, even for bulkier sets such as the Rapid Spin set, because it needs Close Combat to do a threatening amount of damage to Pokemon like Spiritomb. Speed is not needed, because almost all of Hitmontop's sets include a priority move, or use Revenge which benefits from going last.</p>

[Opinion]

<p>Hitmontop is often one of the most noticed and used Pokemon out of the three "Hitmons". With its unique ability to Rapid Spin, it has a unique niche, and is constantly a top-tier Pokemon.</p>

<p>Hitmontop's HP stat is rather low, however with the help of Intimidate and great defenses, Hitmontop is still rather bulky. With a strong STAB Close Combat or Revenge, strong priority attacks, and Bulk Up, Hitmontop is not only a bulky Rapid Spin user, it’s also a very effective sweeper and revenge killer. (merge) 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>

[Counters]

<p>The Rapid Spin set doesn't have a lot of counters per se, because anything that doesn't block Rapid Spin lets it do its primary job. Ghost-types like Rotom, Spiritomb, and Mismagius come to mind as counters, blocking Rapid Spin and being able to burn Hitmontop, or just attack Hitmontop with a strong STAB attack.</p>

<p>Nearly any Psychic-type can deal with Hitmontop, ranging from faster Pokemon such as Espeon to slower and more bulky Pokemon like Slowbro. A STAB Psychic definitely puts a dent in Hitmontop, if it isn't KOed. Crobat and Weezing are great examples of Poison-types who easily counter Hitmontop, even if Crobat has to be wary of Stone Edge. Crobat can put Hitmontop out of commission with its STAB Brave Birds, while Weezing can just use Will-O-Wisp to put Hitmontop in a very weak state.</p>

Your writing style is rather awkward, but I'm not going to explain it. I just tried to change around the flow so it sounds better, and fixed grammatical errors. You repeat words a lot, specifically "basically", "such as", and "decent", and that looks kind of ODD. I swear I saw "such as" at least 30 times in that thing.

Good job nonetheless.
 
Yea sorry about the repititions, I guess when I take breaks from writing it I dont realize how many times ive used the same wording.

Anyways thanks for the help as usual!
 
And for the CB thing. I found when I tested this (not extensively, but a fair amount), it was basically somewhere in between using a gimped Life Orb set, or Hitmonle offensively, and a CB Hariyama defensively. I would like a couple more opinions on this before re-adding it in if thats ok, because I personally didnt like it at all.

I'm not sure how you can really describe it as being outclassed by Choice Band Hariyama defensively- I would have thought that Intimidate would have been enough to distinguish it. To show the difference:

CB Rhydon Stone Edge vs 252/0 Hitmontop after Intimdate: 394 Atk vs 226 Def & 304 HP (100 Base Power): 93 - 111 (30.59% - 36.51%)
CB Rhydon Stone Edge vs 0/124 Hariyama: 591 Atk vs 187 Def & 429 HP (100 Base Power): 169 - 200 (39.39% - 46.62%)
CB Rhydon Stone Edge vs 0/252 Hariyama: 591 Atk vs 219 Def & 429 HP (100 Base Power): 144 - 171 (33.57% - 39.86%)

I would say that that difference is pretty significant personally. Especially when considering that Hitmontop will almost always outspeed Rhydon, and Hariyama will lose to any variant that runs speed. I haven't tested a Technician Choice Bander much personally, but I would imagine that Technician-boosted Mach Punches would be enough to differentiate itself from both Hitmonlee and Hariyama. Furthermore, not everything is split categorically into 'defensive' and 'offensive'- providing a balance between able to take hits and hit back hard isn't necessarily a bad thing, and I'm not really sure why you seem to think that it is.

As for being a 'gimped' Life Orb set, as already mentioned lack of recoil is very appealing as Hitmontop doesn't like it very much.

Can you show me this Restalk set? Ill possibly test it, or if enough people say its good I can just go ahead an add it in OO / as a set.

I wrote a peer edit for the set in 'old UU' here, though I'll admit I haven't used it in the new UU. It probably wouldn't need as much, if any, speed, and looking back I would probably list Close Combat somewhere, particularly if you don't run Speed EVs.
 
I cant believe you havent mentioned anywhere that Hitmontop is one of Absol's only and easily its best counter in OU. Surely Absol a large threat in UU should be noted as countered by Hitmontop with Intimidate in the first set.

Well youve ignored this so im going to explain why it can counter absol better than anything in UU its because of Mach Punch. I dont seew why you dont include this vital information in at least one instance in this analysis.
 
I'm not sure how you can really describe it as being outclassed by Choice Band Hariyama defensively- I would have thought that Intimidate would have been enough to distinguish it. To show the difference:

CB Rhydon Stone Edge vs 252/0 Hitmontop after Intimdate: 394 Atk vs 226 Def & 304 HP (100 Base Power): 93 - 111 (30.59% - 36.51%)
CB Rhydon Stone Edge vs 0/124 Hariyama: 591 Atk vs 187 Def & 429 HP (100 Base Power): 169 - 200 (39.39% - 46.62%)
CB Rhydon Stone Edge vs 0/252 Hariyama: 591 Atk vs 219 Def & 429 HP (100 Base Power): 144 - 171 (33.57% - 39.86%)

I would say that that difference is pretty significant personally. Especially when considering that Hitmontop will almost always outspeed Rhydon, and Hariyama will lose to any variant that runs speed. I haven't tested a Technician Choice Bander much personally, but I would imagine that Technician-boosted Mach Punches would be enough to differentiate itself from both Hitmonlee and Hariyama. Furthermore, not everything is split categorically into 'defensive' and 'offensive'- providing a balance between able to take hits and hit back hard isn't necessarily a bad thing, and I'm not really sure why you seem to think that it is.

As for being a 'gimped' Life Orb set, as already mentioned lack of recoil is very appealing as Hitmontop doesn't like it very much.



I wrote a peer edit for the set in 'old UU' here, though I'll admit I haven't used it in the new UU. It probably wouldn't need as much, if any, speed, and looking back I would probably list Close Combat somewhere, particularly if you don't run Speed EVs.

Well. I'm still not sure, those Calcs aren't as significant as you seem to say. Especially when considering the fact that Hariyama has a higher attack stat, and has resistances to fire and Ice.

The thing with Technician, is that it is completely outclassed by TechniTop. Fake Out allows it many more KOes.

This doesnt mean "I completely disagree", im just not completely sure if its viable, and my testing hasnt proven fruitful either.

On a side note: Do you think you could revamp that Restalk set for new UU? Ill put it in, because Sleep Absorbers are pretty hard to come by in UU.
 
Well. I'm still not sure, those Calcs aren't as significant as you seem to say. Especially when considering the fact that Hariyama has a higher attack stat, and has resistances to fire and Ice.

The thing with Technician, is that it is completely outclassed by TechniTop. Fake Out allows it many more KOes.

This doesnt mean "I completely disagree", im just not completely sure if its viable, and my testing hasnt proven fruitful either.

On a side note: Do you think you could revamp that Restalk set for new UU? Ill put it in, because Sleep Absorbers are pretty hard to come by in UU.

That specific calc was really just meant to show how much better Hitmontop takes hits after Intimidate, not really to show anything else. To develop the Rhydon example further, if you were to mispredict and switch into an Earthquake, it is worth nothing that Hariyama would lose, but Hitmontop would win due to higher base speed. Don't get me wrong, I can see where you're coming from- I'm not trying to argue that Hitmontop is better than Hariyama, just different enough to warrant a set as in my experience it works.

I'll rewrite the ReSTalk set at some point soon if you want- still got to finish Toxicroak, and I'm also in the middle of exams at the moment.
 
That specific calc was really just meant to show how much better Hitmontop takes hits after Intimidate, not really to show anything else. To develop the Rhydon example further, if you were to mispredict and switch into an Earthquake, it is worth nothing that Hariyama would lose, but Hitmontop would win due to higher base speed. Don't get me wrong, I can see where you're coming from- I'm not trying to argue that Hitmontop is better than Hariyama, just different enough to warrant a set as in my experience it works.

I'll rewrite the ReSTalk set at some point soon if you want- still got to finish Toxicroak, and I'm also in the middle of exams at the moment.

Alright, cool.

If its ok, Im just goint to wait for a second opinion on the CB Top. Im still not sure if its worth a set or not.
 
Yeah, that seems fine.

Personally, I love it. It turns top' into a trapping monster, and guarantees a lot more revenge kills.
 
Well I did some further testing CB Top, and I found it pretty lackluster compared to either Technitop, or another Choice Band user (such as Hariyama).

Other than that, is there anything else that needs fixing? If not, then I think this is done.
 
Sorry to double post, but no one is responding. Assuming that the silence means there is nothing else that needs fixing, this is done.

EDIT: Thanks Stellar.
 
Choice Band should be there, if only for Technician Choice Band Mach Punch. I'm frankly surprised anyone could think Technician CB Mach Punch is not a super awesome big deal ^_^
 
Choice Band should be there, if only for Technician Choice Band Mach Punch. I'm frankly surprised anyone could think Technician CB Mach Punch is not a super awesome big deal ^_^

I find that's the only reason it should be in the analysis, and isn't good enough to deserve its own set. Have you tested the Choice Band set? Once you do you'll see what I mean. It's almost purely outclassed by Technitop.
 
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