HJK is suicide to use right now. With most teams running a ghost to block rapid spin, using HJK is like saying "kill ma dewd fo me thx".
Which is bad.
Which is bad.
You also forgot to mention Intimidate, that trait virtually renders Tyrannitar cannon fodder as far as Hitmontop is concerned.Way too overspecialized as a T-tar counter (takes Crunch and SE and has the Sp.Def to deal with Boah's attacks and subs) but could be turned more party-friendly with Rapid Spin and Endeavor. I still like him. :D
Thats actually a typo. Zoom Lens raises accuracy by 20%, not critical.with hittys low speed I mght want to try a zoom lens, since a critical hit stone edge is just devistateing.
Breed a Hitmonchan that know Mach Punch with a Ditto to get a Mach Punch Tyrogue. Evolve said Tyrogue into a Hitmontop. Enjoy.
Success, I'm getting Tyrogues with mach punch ^_^
Now to get the right nature. Quirky and Lax... ugh.
EDIT: I jsut saw something about Revenge. Would Technician make it do 90 if you werent attacked (60 + 30) and 180 if you were? (90 * 2) This doesnt yet factor in STAB... (so it'd actually be 135 and 270 if this is the case)
Or, would it make it do 90 if you werent hit and 120 if you were?! (with STAB, 135 and 180 respectively)
This would be the correct scenario, although Revenge always goes second you don't take a defense penalty like with CC and if you run Technician its only 10 weaker than HJK but with 100% accuracy when they don't hit you.Or, would it make it do 90 if you werent hit and 120 if you were?! (with STAB, 135 and 180 respectively)
Then just go with CC, moving last isn't really good.So, YAY revenge then? Thats what I was thinking too: 135 damage is prett y sweet, and 180 (if attacked) is even sweeter!
Well if its strictly for Boah counter than yeah Triple Kick is a much wiser choice. Revenge is more for power/reliability issues.Uh, there is one thing I'd like to point out. SInce this is antiboah, if a Tar switches in on a Blissey SToss and recovers HP, you assume its a SubPunch variant. Therefore you switch to Top next turn as they sub.
Actually it does have a small benefit that it can screw up subbing patterns.Then just go with CC, moving last isn't really good.
I didn't need to mention it. I thought it was common knowledge and 'Top already hasYou also forgot to mention Intimidate, that trait virtually renders Tyrannitar cannon fodder as far as Hitmontop is concerned.
And that everything goes away with one layer of toxic spikes, right? Or a T-tar?You do realize that not every single set's/strategy usability in existent should be compared to your Walrein, right?
Well, that damn Stallrein is everywhere. You need something to counter it. You know, this might actually be worth a shot. If you can break its subs in the first two kicks, the third might actually do some decent damage. And the crit rate increases too with the no. of kicks, right? By that I mean that the possibility of getting a crit on that turn.