[OVERVIEW]
Hitmontop is one of the tier's few Fighting-types, offering unique role compression by being able to both use Rapid Spin and check the tier's best Pokemon, Kangaskhan. Hitmontop's ability Intimidate isn't just useful for switching into Kangaskhan, however, as it checks a slew of other physical attackers such as Granbull, Nidoqueen, and Solrock, which Hitmontop counters. Its base 110 Special Defense is nothing to scoff at either, letting it take hits and trade with certain special attackers in a pinch such as Tentacruel, Ampharos, and Lanturn. Hitmontop's access to Fighting-type STAB lets it threaten many common Pokemon, and it has a good physical movepool for coverage to back it up.
However, while Hitmontop can both check Kangaskhan and use Rapid Spin as dual role compression, it finds itself being less effective at both than the Pokemon it competes with, such as Granbull for the former and Tentacruel and Blastoise for the latter. Hitmontop's meager base 50 HP and lack of reliable recovery means it can have trouble switching in against offensive Kangaskhan variants with Spikes up. Without the Intimidate Attack drop, it also takes heavy damage from the physical attackers it means to check besides Solrock. Hitmontop's onus to use Rapid Spin can also make it passive against Spikes teams, and it tends to invite in dangerous Pokemon such as Scyther and Gligar. Not only this, but Hitmontop can struggle against teams using Misdreavus to spinblock, as Hitmontop does not like wasting its health to Psychic without getting a chance to use Rapid Spin. Hitmontop also has issues offensively; as a Fighting-type, it wants as much coverage as possible but can't fit everything into one set, giving it painful four-moveslot syndrome. Even with the proper coverage, Hitmontop's unimpressive base 95 Attack means it lacks power even against the Pokemon hit super effectively by it, such as Omastar, Walrein, and Cradily.
[SET]
Name: Rapid Spin
Move 1: Brick Break
Move 2: Hidden Power Ghost
Move 3: Earthquake / Rock Slide / Toxic
Move 4: Rapid Spin
Item: Leftovers
Ability: Intimidate
Nature: Adamant
EVs: 252 HP / 116 Atk / 136 Def / 4 Spe
[SET COMMENTS]
Set Description
=========
Hitmontop finds opportunities to use Rapid Spin by coming in on physical attackers such as Kangaskhan and Solrock, as well as a chipped Omastar in 2HKO range for Brick Break, as Hitmontop loses the interaction otherwise. Hidden Power Ghost is needed to check Solrock, and additionally hits other Psychic-types such as Slowking, Grumpig, and Lunatone, as well as Ghost-types such as Misdreavus and Haunter, which can spinblock Hitmontop. Hitmontop's third coverage move is important for deciding which Pokemon it will cover while sacrificing other matchups. Earthquake can be chosen to hit Poison-types, such as Tentacruel, Qwilfish, Nidoqueen, Nidoking, and Muk, and it can hit Electric-types hard without activating Static. Rock Slide is chosen to hit Flying-types such as Scyther, Altaria, and Fearow, usually on the switch in. Toxic helps against irritating walls such as Blastoise, Cradily, Sableye, and Hypno; it also is a generally safe move to use, as it cripples most of Hitmontop's switch-ins without having to guess with a coverage option.
The given EV spread lets Hitmontop have favored odds to 3HKO Omastar with Brick Break while also dealing important damage to bulky Kangaskhan, Cradily, and Misdreavus. The rest of the EVs are put in HP and Defense to let Hitmontop switch in on physical attackers. More EVs can be placed into Speed to hit benchmarks for outspeeding certain Pokemon; 136 Speed EVs let Hitmontop outspeed offensive Omastar, and 184 Speed EVs allow it to outspeed defensive Kangaskhan variants. However, the extra Speed isn't always worth the loss in bulk unless it's needed for Hitmontop's team.
Team Options
=========
Due to Hitmontop lacking reliable recovery, it is rarely seen without Wish Kangaskhan, which helps Hitmontop switch into common Kangaskhan switch-ins, such as opposing Kangaskhan, Omastar, Solrock, and Granbull, over the course of a longer game. Hitmontop is vulnerable to status such as Toxic from Kangaskhan when switching into it, which harms its general longevity, so a cleric such as Ampharos, Aromatherapy Vileplume, or Altaria helps patch up this issue. Hitmontop tends to invite in setup sweepers such as Swords Dance Scyther, Gligar, Curse Muk, and Swords Dance Vileplume, and it lacks power to prevent Curse Lapras, Curse Walrein, and Feraligatr from setting up on it. For this reason, Hitmontop pairs well with a phazer such as Encore Walrein, Roar Blastoise, Roar Altaria, or Perish Song Misdreavus. Hitmontop appreciates Pokemon that can switch into the Flying-types it tends to draw in, including most of the aforementioned Pokemon like Walrein, Altaria, Lapras, and Misdreavus. In return, Hitmontop switches into and checks Solrock, which threatens these Pokemon. Hitmontop can be used in the lead position to Intimidate physical attackers and win the 1v1 against leads like Ampharos, Kangaskhan, Walrein, and Nidoking, or it can be used in the back to switch into physical attackers or Spikers mid-game when it needs to.
[STRATEGY COMMENTS]
Other Options
=============
Mach Punch serves as a priority move to check sweepers such as Reversal Scyther, Rain Dance Omastar, and Petaya Berry Electric-types such as Electrode and Manectric. Thief can be used with no item to steal Leftovers from bulky Pokemon such as Ampharos, Tentacruel, and Vileplume. However, Hitmontop has to drop valuable coverage to run it, and it can backfire if Hitmontop accidentally steals a Choice Band from Scyther. Rest can be used alongside a cleric to gain recovery, but it makes Hitmontop much more passive while asleep, and it can't threaten with more coverage. Bulk Up can be used over a coverage option to pose a potential sweeping threat when it finds entry, and Hitmontop can use it to match the boosts of Curse users such as Walrein, Lapras, and Muk. High Jump Kick sounds appealing to threaten Kangaskhan and Omastar more than Brick Break can, but the extra damage is not worth it when considering its less than perfect accuracy and potential for massive recoil damage on a Pokemon that already struggles to preserve its health. Hitmontop can use Endeavor, Mach Punch, Hidden Power Ghost, and Endure with a Salac Berry on a lead set for a surprise way to make progress on offensive teams by breaking holes for offensive teammates to capitalize on, but its general consistency is very low compared to standard Rapid Spin sets.
Checks and Counters
===================
**Flying-types**: Gligar is not hit meaningfully by any of Hitmontop's coverage options, and it can set up Swords Dance to threaten Hitmontop with boosted Hidden Power Flying while not caring about Intimidate thanks to Hyper Cutter. Altaria can sit in on Hitmontop and stall it out with Toxic, as even Rock Slide won't be able to 3HKO physically defensive variants. Scyther can find entry on resisted moves or Rapid Spin and threaten Hitmontop with a strong Aerial Ace or Hidden Power Flying, but it has to be mindful of Rock Slide when switching in, and Rock Slide Hitmontop can find entry on a Scyther that is Choice-locked into Hidden Power Bug to scare it out. Fearow is similar to Scyther with a stronger Flying-type STAB option in Drill Peck, but finds less entry due to not resisting Brick Break.
**Psychic-types**: Psychic-types such as Slowking, Xatu, and Grumpig use their resistance to Fighting to find entry and threaten Hitmontop on the special side. None of them are OHKOed by Hidden Power Ghost, and the Psychic-types that are 2HKOed are faster, which means they win one on one. They can even take advantage of Hitmontop switching out by setting up Calm Mind, which lets them exert a lot of offensive pressure even when Hitmontop removes the Spikes they depend on.
**Ghost-types**: Misdreavus, Haunter, and Sableye are immune to Brick Break and can spinblock Hitmontop to keep Spikes up. Even though Misdreavus and Haunter's Psychic don't do amazing damage to Hitmontop while Hidden Power Ghost deals good damage to both, they can use it to pressure if Hitmontop's health is low enough. Haunter can also use Destiny Bond to remove Hitmontop for one of its teammates and for Spikes to stay up for the remainder of the battle. Sableye can completely wall Hitmontop lacking Toxic, with tools like Toxic and Knock Off to harm Hitmontop's longevity and Recover to outlast it.
**Vileplume**: Vileplume doesn't care about any of Hitmontop's coverage, and it can even heal off the damage it takes from Hitmontop with Leech Seed or Moonlight while making progress through spreading status with Sludge Bomb or Stun Spore. Swords Dance variants are also able to take advantage of Hitmontop to pose a sweeping threat while boosting past Intimidate.
**Muk**: Muk can switch in on Hitmontop to break open holes for its team, only being threatened by Earthquake. Muk can also use Curse + Rest to use Hitmontop as long-term setup fodder to pose a sweeping threat.
**Intimidate**: Opposing Intimidate hinders the effectiveness of Hitmontop, which already struggles with power. Even Granbull, which is weak to Brick Break, can utilize Intimidate and its great physical bulk to take negligible damage from Hitmontop and potentially set up with Bulk Up. Arcanine doesn't take much damage from Brick Break and threatens Hitmontop with Fire Blast. Opposing Hitmontop are also effective Hitmontop switch-ins, allowing both to reverse Spikes momentum for their teams.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/ellingtonreborn.619555/
Quality checked by:
https://www.smogon.com/forums/members/lpz.476616/
https://www.smogon.com/forums/members/bigfatmantis.507497/
Grammar checked by:
https://www.smogon.com/forums/members/clouds.356215/
https://www.smogon.com/forums/members/aera.572981/
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