NU Hitmontop

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JustoonSmitts

I draw stuff for a living
is a Top Artistis a Contributor to Smogon
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**artwork by me**


[OVERVIEW]

Hitmontop offers a very niche combination of Rapid Spin and Foresight to clear entry hazards against Ghost-type Pokemon and is a reliable check to Dark-type Pokemon such as Incineroar and Sneasel. Outside of this niche, however, other hazard removers and Fighting-type Pokemon offer much more utility or power. Hitmontop's exploitable weaknesses, lack of reliable recovery, and only good bulk mean that it gets worn down incredibly quickly without Wish support, leaving it very easily taken advantage of. It also relies on only Fighting-type STAB attacks and Toxic for damage, so it is easily walled by Fighting-resistant and Poison-immune Pokemon such as Vileplume, Garbodor, and Golbat. This means that Hitmontop only finds a secure niche on stall teams that need a decent Incineroar check and entry hazard control.

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight / Protect
move 3: Close Combat / Low Kick
move 4: Toxic
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 252 Def / 4 SpD


[SET COMMENTS]
Moves
========


Rapid Spin allows Hitmontop to clear entry hazards such as Stealth Rock and Spikes for its teammates. Foresight lets Hitmontop clear entry hazards on Ghost-type Pokemon such as Palossand, Decidueye, and Rotom. It also allows Hitmontop to hit them with Close Combat. Protect is a great move for scouting Choice-locked sets, racking up Toxic damage, and getting extra recovery with Leftovers. Close Combat is a decently powerful STAB attack that prevents Hitmontop from being setup bait, and it also threatens common Stealth Rock setters such as Rhydon and Steelix. Low Kick is an alternate move that doesn't drop Hitmontop's defenses, but it doesn't hit Diancie as hard. Toxic puts bulky Fighting-resistant or -immune Pokemon like Slowbro, Slowking, and Palossand on a timer.

Set Details
========


Maximum HP and Defense EVs with an Impish nature allow Hitmontop to be as physically bulky as possible so it can pivot into Pokemon like Incineroar, Sneasel, and Rhydon. Intimidate further bolsters Hitmontop's physical bulk and can aid teammates in setting up. Leftovers is Hitmontop's only form of recovery.

Usage Tips
========


Hitmontop can be switched into common Stealth Rock setters, such as Rhydon and Steelix, and then use Toxic or Rapid Spin against them as they are forced out by the threat of Close Combat. Should the opponent switch into a Ghost-type Pokemon, use Foresight to either hit it with a STAB attack or clear entry hazards against it the next turn. Keep an eye on Hitmontop's HP because it needs to be as healthy as possible so it can spin hazards away. Although Hitmontop can switch into Knock Off from Incineroar, Passimian, and Sneasel, this play is risky because Hitmontop will lose Leftovers, its only source of recovery. Status ailments heavily wear down Hitmontop, so try to avoid them if you can, although Rotom will often burn Hitmontop when it uses Rapid Spin. Finally, be cautious about repeatedly using Close Combat. Continuous use of Close Combat causes Hitmontop's defenses to lower more and more, making it easier to KO after every use.

Team Options
========


Hitmontop fits on stall teams that need a reliable answer to Incineroar and Stealth Rock users such as Rhydon and Steelix. Hitmontop has no form of recovery outside of its Leftovers, so Wish passers such as Vaporeon, Mega Audino, and Delphox are mandatory to keep it healthy. On that note, Vaporeon and Mega Audino can also carry Heal Bell so that Hitmontop can recover from Toxic poison or burn. Poison-types such as Garbodor and Vileplume make great teammates to absorb the Toxic Spikes Hitmontop loathes. Hitmontop is vulnerable to Psychic-types, so partners that can deal with them such as Incineroar, Guzzlord, and Scrafty are also appreciated. Pokemon like Cryogonal and Mega Abomasnow are also needed to check the Flying-type Pokemon that prey on Hitmontop. Fairy-type Pokemon are an issue for Hitmontop, so partners like Steelix, Vileplume, and Delphox help check these Pokemon. Pokemon such as Slowbro, Delphox, and Palossand appreciate Hitmontop's ability to deal with Dark-type Pokemon. Pokemon that appreciate entry hazard control such as Incineroar, Xatu, and Cryogonal love Hitmontop's ability to clear hazards, as well as its great matchup against Stealth Rock setters such as Rhydon and Steelix. Spikes setters like Garbodor and Ferroseed appreciate the fact that Hitmontop does not remove their own Spikes when it clears entry hazards.


[STRATEGY COMMENTS]
Other Options
=============


An offensive Hitmontop set could theoretically work thanks to Hitmontop's access to priority moves such as Mach Punch and Sucker Punch. However, offensive Hitmontop is outclassed by Passimian and Medicham thanks to their much better Attack and Speed stats. Earthquake lets Hitmontop hit Garbodor harder than it would with Close Combat so that Garbodor doesn't set up Toxic Spikes in front of it, and it also has the nice bonus of hitting Diancie. However, the utility of Foresight or Protect is preferred.

Checks and Counters
===================


**Psychic-type Pokemon**: Psychic-type Pokemon such as Slowbro, Xatu, and Slowking resist Close Combat and threaten Hitmontop with powerful STAB moves. Xatu and Sigilyph are effectively immune to Toxic, meaning that they completely wall Hitmontop.

**Flying-type Pokemon**: Flying-type Pokemon are some of the biggest thorns in Hitmontop's side. Golbat is the most notable check because it is immune to Toxic and retaliates with Brave Bird. Vivillon can put Hitmontop to sleep with Sleep Powder and then can set up with Quiver Dance against it. While Braviary is not a direct switch-in to Close Combat, it does reliably KO Hitmontop with Brave Bird and can stall Close Combat out with Substitute.

**Fairy-type Pokemon**: Fairy-types such as Comfey and Whimsicott resist Close Combat and threaten Hitmontop with powerful STAB attacks. Diancie and Mega Audino don't resist Close Combat, but they still threaten it with Moonblast and Dazzling Gleam, respectively, and can shrug off Toxic with Heal Bell.

**Poison-type Pokemon**: Pokemon such as Vileplume, Garbodor, and Golbat resist Hitmontop's Fighting STAB attacks and are immune to Toxic, which gives Hitmontop more trouble because it cannot do much damage to them.

**Residual Damage**: Hitmontop lacks reliable recovery, so Toxic poison and burns wear it down incredibly quickly. Hitmontop also hates Toxic Spikes from Garbodor, as it has to switch in in order to remove them, leaving it poisoned.

[CREDITS]
- Written by: [[JustoonSmitts, 239732]]
- Quality checked by: [[Rabia, 336073], [Eternally, 295647], [quziel, 297859]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [A Cake Wearing A Hat, 388157]]
 
Last edited:

Rabia

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a CAP Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Moderator
GP & NU Leader
amcheck implement what you want to comments in bold
also nice artwork
View attachment 133990
**artwork by me**

[OVERVIEW]
  • In a tier full of powerful Fighting-type Pokemon such as Passimian, Medicham, and Hariyama, Hitmontop stands out as... the worst one in NU. Remember not to be super duper harsh; rather, try instead to get across the idea that Hitmontop struggles to find any meaningful niche in the tier, either as an offensive Fighting-type or as a defensive one.
  • Because every other Fighting-type outclasses it offensively, the only niche Hitmontop has in NU is being a defensive Fighting-type with the combination of Rapid Spin and Foresight, allowing it to clear hazards in front of Ghost-types. Maybe just make this the first bullet point since it accurately reflects Hitmontop's struggle to find a reason worth using yet still demonstrates the tiny niche it possesses.
  • It also has above average 95/105 defenses coupled with the great ability Intimidate to give it a psuedo-boost to its Defense.
  • While those traits sound appealing, Hitmontop's bulk is meandered by its bad Base 50 HP.
  • Fighting is also not a good defensive typing considering that there are so many Psychic, Flying, and Fairy-type threats in NU that can quickly dispose of Hitmontop. List some Psychic-, Flying-, and Fairy-type threats.
  • Hitmontop also lacks a viable form of recovery outside of Leftovers and Wish support, so it is very easily worn down by not just status conditions and pressure from more offensive Pokemon but also the hazards it is supposed to clear, meaning it has little to no defensive utility on its own.
  • Hitmontop is also required to take two turns getting rid of hazards against Ghost-types, giving them ample time to set up or cripple Hitmontop with status moves like Will-o-Wisp and Toxic. List some Ghost-types Hitmontop struggles to spin against.
  • There are a plethora of better hazard controllers such as Dhelmise, Rotom, Whimsicott, Silvally-Steel, Cryogonal, Blastoise, and even Hitmonlee because they have better defensive stats, typings, more reliable recovery, provide stronger offensive pressure, and are able to do something to Ghost-types without having to waste an extra moveslot. Hitmonlee is not worth mentioning. List Xatu as a form of hazard control and maybe Golbat even.
  • For a Pokemon that is supposed to support its team, it needs a lot of support from its team itself and is dead weight on a team if pressured enough.
  • In case it wasn't made clear, Hitmontop is bad. It's arguably the worst Pokemon in NU.
  • Please use any other hazard controller over Hitmontop. These last two bullets don't really add anything to the analysis, although I appreciate the laugh they gave me lol.

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight
move 3: Close Combat
move 4: Toxic
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

  • Rapid Spin is the crux of this set, allowing Hitmontop to clear away entry hazards for its teammates. https://pbs.twimg.com/media/Dlkxj5oX4AAbmS3.jpg:large see this for GP team's opinion on "crux of the set"
  • Foresight allows Hitmontop to clear away entry hazards on Ghost-type Pokemon. It also allows Hitmontop to hit them with Close Combat. List Ghost-types Hitmontop can try to clear entry hazards against.
  • Close Combat is a decently powerful STAB that prevents Hitmontop from being Taunt or setup bait. Note here too how it lets you offensively threaten common setters in Rhydon and Steelix.
  • Toxic is important so that bulky Pokemon that resist Close Combat like Slowbro, Palossand, and Jellicent are put on a timer. Jellicent is a bit of a weird mention, but since it's a Ghost-type that can spinblock against Hitmontop I think it's fine.

Set Details
========

  • Maximum HP and Special Defense with an Impish Nature allow Hitmontop to be as bulky as possible on both physical and special defense.
  • Maximum Special Defense also allows Hitmontop to take special moves from attackers like Heliolisk, Vanilluxe, Vikavolt, and Houndoom. Any 2HKOes or OHKOes the investment lets you avoid?
  • Intimidate lets Hitmontop take physical hits much easier by lowering the opponent's Attack.
  • Leftovers is Hitmontop's only form of recovery. It needs them as it will be repeatedly switching into hazards often.

Usage Tips
========

  • If there are entry hazards on the field and the opponent has a Ghost-type, it would be wise to go ahead and Foresight first in case they switch out, then proceed to Rapid Spin hazards away.
  • It can be predictable if Foresight is used repeatedly, so be sure to mix up Hitmontop's attacks.
  • Keep an eye on Hitontop's HP. It needs to be as healthy as possible and be sure to only switch Hitmontop in on a Pokemon it can handle relatively well, such as Heliolisk, Rhydon, Houndoom, or Silvally-Steel. Steelvally is a really odd Pokemon to mention. e: it isn't actually that weird a mention
  • Do not let Hitmontop take a Knock Off. It needs its Leftovers to recover its HP. I would rephrase this to talk more about the risk in switching into Pokemon that carry Knock Off given Hitmontop's reliance on Leftovers for passive recovery. You still can switch into Pokemon like Incineroar and Passimian, although there is a risk in doing so.
  • Don't allow Hitmontop to be inflicted with a status condition. It's important to remember that most Ghost-types that Hitmontop is supposed to spin on such as Rotom or Jellicent carry moves like Will-o-Wisp or Toxic to cripple Hitmontop. Make sure your team has a status absorber or cleric if it does get burned or put on a timer with Toxic.
  • Finally, be cautious about repeatedly using Close Combat. Continuous use of Close Combat cause Hitmontop's defenses to lower more and more, allowing it to be KO'd much easier.
  • maybe put mention somewhere in hear about when Hitmontop should look to use Rapid Spin; you sort of touch on it in the first bullet, but I'd like to see something more explicit talking about when Hitmontop should look to try to switch in and remove entry hazards

Team Options
========

  • Hitmontop has no reliable recovery, so Wish passers such as Vaporeon or Mega Audino are mandatory to keep it healthy.
  • On that note, they also carry Heal Bell so that Hitmontop can recover from Toxic or Will-o-Wisp. Heal Bell is not necessarily ran on either; I'd rephrase to say they can carry Heal Bell
  • If your team doesn't have a cleric with Heal Bell, then a status absorber like Refresh Blastoise, Garbodor, or Incineroar can be used instead. I wouldn't really describe Incineroar or Garbodor as "status absorbers"; sure they can switch into Will-O-Wisp and Toxic, respectively, but other statuses cripple them severely.
  • Poison-types such as Garbodor and Vileplume make great teammates to absorb the Toxic Spikes Hitmontop loathes.
  • Hitmontop is vulnerable to Psychic-types, so parters that can deal with them such as Incineroar, Sneasel, or Scrafty are also appreciated.
  • Pokemon like Heliolisk, Rhydon, and Piloswine are also needed to check the Flying-type Pokemon that prey on Hitmontop.
  • Fairy-type Pokemon are also an issue for Hitmontop. Partners like Steelix, Vileplume, or Klinklang help check these Pokemon.
  • Pokemon such as Braviary, Slowbro, and Incineroar appreciate Hitmontop's ability to deal with Dark, Rock, and Steel-type Pokemon. List some Dark-, Rock-, and Steel-type Pokemon Hitmontop can beat.
  • Pokemon that appreciate hazard control such as Incineroar, Sneasel, or Braviary like that Hitmontop can clear hazards.
  • Hitmontop's Intimidate can help setup sweepers like Slowbro, Comfey, Scrafty, Delphox, or Klinklang take physical attacks easier.
  • mention Spikes setters down here appreciating Hitmontop not removing their own Spikes when it clears entry hazards

[STRATEGY COMMENTS]
Other Options
=============

  • Protect could be used to scout the opponent's moveset, allow Hitmontop to have a free turn of Leftovers recovery, and abuse Toxic. This requires sacrificing Foresight in its moveset, however.
  • Mach Punch or Sucker Punch can be used so that Hitmontop has some priority. However it would require giving up Foresight, it is easy to get around Sucker Punch, and these moves are weak coming from Hitmontop.
  • Hitmontop could run an offensive set utilizing its other good ability Technician with Fake Out or Mach Punch alongside Close Combat, Stone Edge, and Sucker Punch. Let's be honest: every other Fighting-type Pokemom in NU hits harder or is faster. this is not worth an OO; completely outclassed by Passimian, Medicham, etc

Checks and Counters
===================

**Psychic-Type Pokemon**: Hitmontop has a hard time dealing with Psychic-type Pokemon because all of them resist Close Combat and proceed to KO it with powerful STAB moves. Slowbro and Slowking can burn it with Scald or KO it with Psyshock. In Slowbro's case, it can also put it on a timer with Toxic. Delphox resists Close Combat and can set up with Calm Mind to later KO it with powerful moves. Xatu bounces back Toxic and can hurt it with Psychic. Sigylyph doesn't care about Toxic thanks to Magic Guard and KOs it with Psyshock. Medicham can easily KO Hitmontop with Zen Headbut. Gallade can bypass Toxic with Substitute and can set up in its face.

**Flying-type Pokemon**: Flying-type Pikemon are some of the biggest thorns in Hitmontop's side. Braviary is the most notable check, because Intimdate actually boosts Braviary's Attack by two stages thanks to Defiant and from there can easily OHKO Hitmontop with Brave Bird. Sigylyph, Xatu, and Golbat are immune to Toxic thanks to thier abilities with the former two and typing from the latter. They also resist Close Combat, chip away its HP with thier STABs, and in Xatu and Golbat's case can Toxic it in return. Nitpicky, but I don't really know how relevant it is that Intimidate gives Braviary a Defiant boost; you aren't actually switching into Braviary with Hitmontop since it'd nuke you regardless, so the only times this matchup should ever occur are when Braviary switches into Hitmontop. Note how Xatu bounces Toxic back at Hitmontop. EDIT: might just want to remove Xatu and Sigilyph mentions from one of the sections since you have them mentioned in both Psychic- and Flying-type Pokemon.

**Fairy-type Pokemon**: Fairy-types also prose a serious problem for Hitmontop. Comfey and Diancie can Calm Mind in its face and proceed to KO them with their STABS. Comfey can even recover HP and revenge kill Hitmontop with a priority boosted Draining Kiss. Diancie doesn't care about Toxic if it carries Heal Bell, but offensive variants and Comfeyneed to be wary about switching into Toxic. Mega Audino can also wall Hitmontop, recovering damage done by Close Combat with Wish, heal Toxic with Heal Bell, and can proceed to KO Hitmontop with Dazzling Gleam if it drops its defenses enough with Close Combat. You say Comfey can "Calm Mind in its face", but contradict yourself later and say it fears Toxic. Adjust accordingly.

**Residual Damage**: Because it lacks a viable form of recovery, Hitmontop is very easily worn down. Status conditions such as burn or poison wittle away at the little HP Hitmontop has. Ghost-types can use moves like Will-o-Wisp or Toxic easily since Hitmontop is required to stay infor two turns to spin away hazards against these Pokemon. While it does resist Stealth Rock, layers of Spikes and Toxic Spikes wear Hitmontop down even more. Pressure from offensive Pokemon can lower Hitmontop's HP to where KOing it is no problem. It also has to worry about Pokemon that punish contact moves such as Vileplume, Rocky Helmet Garbodor, or Rough Skin Druddigon.
 
Last edited:

JustoonSmitts

I draw stuff for a living
is a Top Artistis a Contributor to Smogon
Implemented. Thank you, Rabia. I'm glad I could make you laugh. :)

Update (9/10): I've also added some physical attackers that Hitmontop can come in on in the Set Details.
 
Last edited:

Rabia

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a CAP Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Moderator
GP & NU Leader
View attachment 133990
**artwork by me**

[OVERVIEW]
  • In a tier full of powerful Fighting-type Pokemon such as Passimian, Medicham, and Hariyama, Hitmontop struggles to carve itself a niche in NU, whether it be an offensive or defensive one. The tiniest niche Hitmontopcan secures in this metagame is being an entry hazard remover with the combination of Rapid Spin and Foresight, allowing it to clear hazards in front of Ghost-types such as Palossand, Defog Decidueye, and Choice Scarf Rotom.
  • It also has above average 95/105 defenses coupled with the great ability Intimidate to give it a psuedo-boost to its Defense.
  • While those traits sound appealing, Hitmontop's bulk is meandered by its bad Base 50 HP.
  • Fighting is also not a good defensive typing considering that there are so many Psychic, Flying, and Fairy-type threats in NU that can quickly dispose of Hitmontop such as Slowbro, Braviary, and Comfey.
  • Hitmontop also lacks a viable form of recovery outside of Leftovers and Wish support, so it is very easily worn down by not just status conditions and pressure from more offensive Pokemon but also the hazards it is supposed to clear, meaning it has little to no defensive utility on its own.
  • Hitmontop is also required to take two turns getting rid of hazards against Ghost-types, giving them ample time to either set up with boosting moves like Mismagius or Decidueye, or cripple Hitmontop with status moves like Will-o-Wisp and Toxic from Hex Rotom and Jellicent.
  • There are a plethora of better hazard controllers such as Dhelmise, Rotom, Whimsicott, Silvally-Steel, Cryogonal, Blastoise, Xatu, and Golbat because they have better defensive stats, better defensive typings, more reliable recovery, provide stronger offensive pressure, and are able to do something to Ghost-types without having to waste an extra moveslot.
  • For a Pokemon that is supposed to support its team, it does need a lot of support from its team to work and is dead weight on a team if pressured enough.
  • essentially is relegated to stall teams in terms of splashability
  • fierce competition from other Fighting-types since they do more; Hariyama does the whole defensive thing better even if it doesn't have Rapid Spin while Passimian and Medicham are clearly better offensive choices

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight
move 3: Close Combat
move 4: Toxic
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
Moves
========

  • Rapid Spin allows Hitmontop to clear away entry hazards such as Stealth Rocks and Spikes for its teammates.
  • Foresight lets Hitmontop clear away entry hazards on Ghost-type Pokemon such as Palossand, Defog Decidueye, and Choice Scarf Rotom. It also allows Hitmontop to hit them with Close Combat.
  • Close Combat is a decently powerful STAB that prevents Hitmontop from being Taunt or setup bait and it also threatens common Stealth Rock setters such as Rhydon and Steelix. mention how Hitmontop still relies on Foresight though, so Ghost-types with Taunt mess you up (Mismagius and maybe another I am forgetting)
  • Toxic is important so that bulky Pokemon that resist Close Combat like Slowbro, Palossand, and Jellicent are put on a timer.

Set Details
========

  • Maximum HP and Special Defense with an Impish Nature allow Hitmontop to be as bulky as possible on both physical and special defense.
  • Maximum Special Defense also allows Hitmontop to avoid 2HKOs from Heliolisk's Thunderbolt, Tank Vikavolt's Volt Switch, Defog Decidueye's Leaf Storm, and Nasty Plot Houndoom's Fire Blast before a boost. It also avoids a OHKO from Vanilluxe's Blizzard, Defog Decidueye's Bloom Doom, and Choice Specs Guzzlord's Draco Meteor. "Tank Vikavolt" isn't really a thing; they most commonly run Bug Z rn
  • Intimidate lets Hitmontop take physical hits much easier by lowering the opponent's Attack. Even with only 4 EVs in Defense, it's thanks Intimidate that Hitmontop is only 3HKO'd by Swords Dance Incineroar's Flare Blitz, Rhydon's Earthquake, Choice Scarf Passimian's Close Combat, and Choice Banded Sneasel's Icicle Crash. Intimidate also turns Choice Banded Dhelmise's Power Whip into a 2HKO. allowing you to Toxic Dhelmise before going down I suppose? I wouldn't be trying to switch into it regardless
  • Leftovers is Hitmontop's only form of recovery. Even if it doesn't recover much, it needs them as it will be repeatedly switching into hazards often.
  • A Careful Nature can be used instead to maximize its special bulk, but it won't take physical hits as well as it can with an Impish Nature.

Usage Tips
========

  • It's best to bring Hitmontop in on a Pokemon it can handle relatively well, such as Steelix, Heliolisk, Rhydon, Sneasel, or Silvally-Steel so it can proceed to Rapid Spin entry hazards away. specifically address how Hitmontop has an advantageous matchup against most Stealth Rock setters (not Diancie) and how this lets it hard switch into them to Rapid Spin or Toxic a switch-in
  • If there are entry hazards on the field and the opponent has a Ghost-type that lacks Toxic or Will-o-Wisp, it would be wise to go ahead and Foresight first in case they switch out, then proceed to Rapid Spin hazards away.
  • It can be predictable if Foresight is used repeatedly, so be sure to mix up Hitmontop's attacks.
  • Keep an eye on Hitmontop's HP. It needs to be as healthy as possible so it can spin hazards away. If its HP becomes too low, then make sure that a teammate like Vaporeon can pass a Wish to it as soon as possible.
  • Although Hitmontop can switch into a Knock Off from Incineroar, Passimian, or Sneasel, this play is risky because Hitmontop will lose its Leftovers and the one source of recovery it has.
  • Don't allow Hitmontop to be inflicted with a status condition. It's important to remember that most Ghost-types that Hitmontop is supposed to spin on such as Rotom or Jellicent carry moves like Will-o-Wisp or Toxic to cripple Hitmontop. Make sure your team has a status absorber or cleric if it does get burned or put on a timer with Toxic.
  • Finally, be cautious about repeatedly using Close Combat. Continuous use of Close Combat causes Hitmontop's defenses to lower more and more, making it easier to KO after every use.

Team Options
========

  • Hitmontop has no form of recovery outside of its Leftovers, so Wish passers such as Vaporeon or Mega Audino are mandatory to keep it healthy. On that note, they also can carry Heal Bell so that Hitmontop can recover from Toxic or Will-o-Wisp.
  • If your team doesn't have a cleric with Heal Bell, then a status absorber like Refresh Blastoise or Xatu can be used instead.
  • Poison-types such as Garbodor and Vileplume make great teammates to absorb the Toxic Spikes Hitmontop loathes.
  • Hitmontop is vulnerable to Psychic-types, so parters that can deal with them such as Incineroar, Sneasel, or Scrafty are also appreciated.
  • Pokemon like Heliolisk, Rhydon, and Piloswine are also needed to check the Flying-type Pokemon that prey on Hitmontop. I can't see myself ever using Heliolisk alongside Hitmontop. Replace mention with something like Rotom, Diancie, Steelix, etc
  • Fairy-type Pokemon are also an issue for Hitmontop. Partners like Steelix, Vileplume, or Klinklang help check these Pokemon.
  • Pokemon such as Braviary, Slowbro, and Incineroar appreciate Hitmontop's ability to deal with Dark, Rock, and Steel-type Pokemon such as rival Incineroar, Steelix, Rhydon, and Sneasel.
  • Pokemon that appreciate hazard control such as Incineroar, Sneasel, or Braviary love that Hitmontop can clear hazards.
  • Hitmontop's Intimidate can help setup sweepers like Incineroar, Slowbro, Comfey, Scrafty, Delphox, or Klinklang take physical attacks easier.
  • Spikes setters like Garbodor, Ferroseed, and Accelgor appreciate the fact that Hitmontop does not remove their own Spikes when it clears entry hazards.

[STRATEGY COMMENTS]
Other Options
=============

  • Protect can be used to scout the opponent's moveset, allow Hitmontop to have a free turn of Leftovers recovery, and abuse Toxic. This requires sacrificing Foresight in its moveset.
  • Mach Punch or Sucker Punch can be used so that Hitmontop has some priority. However it would require giving up Foresight, plus it is easy to get around Sucker Punch and both of these moves are rather weak coming from Hitmontop.
Checks and Counters
===================

**Psychic-Type Pokemon**: Hitmontop has a hard time dealing with Psychic-type Pokemon because all of them resist Close Combat and proceed to KO it with powerful STAB moves. Slowbro and Slowking can burn it with Scald or KO it with Psyshock. In Slowbro's case, it can also put it on a timer with Toxic. Delphox resists Close Combat and can set up with Calm Mind to later KO it with powerful moves. Xatu reflects Toxic back to Hitmontop thanks to its Magic Bounce ability and can further chip it with Night Shade and Rocky Helmet damage. Sigylyph doesn't care about Toxic thanks to Magic Guard and KOs it with Psyshock. Medicham can easily KO Hitmontop with Zen Headbut. Gallade can bypass Toxic with Substitute and can set up in its face. most Slowking run Future Sight and I would argue most Slowbro also run Future Sight or Psychic if it's gonna carry a Psychic-type move. Reorder the Pokemon so the one's that care zilch about Toxic are first, then the ones that do are after.

**Flying-type Pokemon**: Flying-type Pikemon are some of the biggest thorns in Hitmontop's side. Braviary is the most notable check, because it can easily OHKO Hitmontop with Brave Bird. Golbat is immune to Toxic thanks to its typing. It also resists Close Combat and proceeds to chip away at Hitmontop with Brave Bird and Toxic. Braviary can also Substitute up against Hitmontop to force Close Combat uses. Vivillon can Sleep Powder Hitmontop then set up for free and doesn't particularly care about CC anyhow.

**Fairy-type Pokemon**: Fairy-types also prose a serious problem for Hitmontop. Comfey and Diancie can set up with Calm Mind in front of it and proceed to KO them with their STABS. Comfey can even shut down Hitmontop with Taunt, recover HP, and revenge kill Hitmontop with a priority boosted Draining Kiss. Diancie doesn't care about Toxic if it carries Heal Bell, but offensive variants need to be wary about switching into Toxic. Mega Audino can also wall Hitmontop, recovering damage done by Close Combat with Wish, heal Toxic with Heal Bell, and can proceed to KO Hitmontop with Dazzling Gleam if it drops its defenses enough with Close Combat. mention Whimsicott here

**Residual Damage**: Because it lacks a viable form of recovery, Hitmontop is very easily worn down. Status conditions such as burn or poison chip away at the little HP Hitmontop has. Ghost-types can use moves like Will-o-Wisp or Toxic easily since Hitmontop is required to stay infor two turns to spin away hazards against these Pokemon. While it does resist Stealth Rock, layers of Spikes and Toxic Spikes wear Hitmontop down even more. Pressure from offensive Pokemon can lower Hitmontop's HP to where KOing it is no problem. Hitmontop also has to worry about Pokemon that punish contact moves such as Vileplume, Ferroseed, and Rocky Helmet users such as Xatu, Garbodor, or Druddigon.

[CREDITS]
- Written by: [[<JustoonSmitts, 239732>]]
- Quality checked by: [[<username1>, <userid1>], [<username2>, <userid2>], [<username3>, <userid3>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]
do this and give yourself 1/3
 

etern

is a Community Leaderis a Top Tiering Contributoris a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a defending SCL Championis a Former Smogon Metagame Tournament Circuit Champion
NU Leader
This looks solid, just remove any Jellicent mentions since we unranked it and get rid of the last dotpoint in the overview since it's basically just reinstating things you've already said. Also you can take the second dotpoint out of other options too since it doesn't have any room to run that on Stall, aka the only playstyle it's barely usable on. QC 2/3, write this up
 

JustoonSmitts

I draw stuff for a living
is a Top Artistis a Contributor to Smogon
This looks solid, just remove any Jellicent mentions since we unranked it and get rid of the last dotpoint in the overview since it's basically just reinstating things you've already said. Also you can take the second dotpoint out of other options too since it doesn't have any room to run that on Stall, aka the only playstyle it's barely usable on. QC 2/3, write this up
Thank you, Eternally! This is implimented and ready for the final check!
 

quziel

I am the Scientist now
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View attachment 133990
**artwork by me**

[OVERVIEW]

In a tier full of powerful Fighting-type Pokemon such as Passimian, Medicham, and Hariyama, Hitmontop struggles to carve itself a niche in NU, whether it be an offensive or defensive one. The tiniest niche Hitmontop secures in this metagame is being an entry hazard remover with the combination of Rapid Spin and Foresight, allowing it to clear hazards in front of Ghost-types such as Palossand, Defog Decidueye, and Choice Scarf Rotom. It seems like an appealing choice as a defensive Fighting-type because of its above average 95/105 defenses coupled with the great ability Intimidate to give it a psuedo-boost to its Defense. However, that good bulk is meandered by its paltry base 50 HP, bad defensive typing, and lack of reliable recovery outside of Leftovers, which makes it easily overwhelmed by not only top offensive threats such as Passimian, Swords Dance Incineroar, Braviary, and Whimsicott, but also status conditions and the hazards it is supposed to clear. It also forces a team to have Wish support to keep it healthy. Mono-Fighting is not a good defensive typing considering that there are so many Psychic, Flying, and Fairy-type threats in NU that can quickly dispose of Hitmontop such as Slowbro, Braviary, and Comfey. Being reliant on only Close Combat and Toxic for damaging opposing Pokemon means that Hitmontop has little to no offensive momentum. Hitmontop is also required to take two turns getting rid of hazards against Ghost-types, giving them ample time to either set up with boosting moves like Mismagius or Decidueye, or cripple Hitmontop with status moves like Will-o-Wisp and Taunt from Hex Rotom or Mismagius. There are a plethora of better hazard controllers such as Decidueye, Dhelmise, Rotom, Whimsicott, Silvally-Steel, Cryogonal, Blastoise, Xatu, and Golbat because they have better defensive stats, better defensive typings, more reliable recovery, provide stronger offensive pressure, and are able to do something to Ghost-types without having to waste an extra moveslot.

This is needlessly verbose; condense it to a few sentences on the key ideas:
1) Hitmontop offers a unique combination of Incineroar hard check + foresight + spin
2) outside that niche, other fighting types or other hazard removal mons do its job better.
3) Lack of recovery, exploitable weaknesses, and only good bulk means it gets worn down very fast without wish support, and easily taken advantage of.
4) CC + Toxic means you're easily walled by Vileplume, and fighting resists.
5) This means it only finds a secure niche on stall teams that need a hard incin check and hazard control, while being able to provide wish support.


Rewrite this to follow something less overly verbose on the order of the above (in paragraph form)

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight / Protect
move 3: Close Combat / Low Kick
move 4: Toxic
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 4 SpD / 252 Def 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

Rapid Spin allows Hitmontop to clear away entry hazards such as Stealth Rocks and Spikes for its teammates. Foresight lets Hitmontop clear away entry hazards on Ghost-type Pokemon such as Palossand, Defog Decidueye, and Choice Scarf Rotom. It also allows Hitmontop to hit them with Close Combat. Talk about how protect gives you more toxic damage, more lefties, and scouts choiced attackers. Close Combat is a decently powerful STAB that prevents Hitmontop from being setup bait and it also threatens common Stealth Rock setters such as Rhydon and Steelix. Low Kick doesn't drop your defense, but doesn;t hit Diancie as hard. Hitmontop relies on Foresight to hit Ghost-types with this move, so it is vulnerable to Taunt from Mismagius. Toxic is important so that bulky Pokemon that resist Close Combat like Slowbro, Palossand, and Slowking are put on a timer.

Set Details
========

Maximum HP and Defense with an Impish Nature allow Hitmontop to be as physically bulky as possible, allowing it to pivot into Pokemon like Incineroar, Sneasel, and Cinccino. Intimidate further bolsters Hitmontop's physical bulk and can aid teammates in setting up. Leftovers is Hitmontop's only form of recovery. Even if it doesn't recover much, it needs them as it will be repeatedly switching into hazards often.

Usage Tips
========

Hitmontop can be a hard switch-in against common Stealth Rockers outside of Diancie. It has an advantage over these Pokemon because they are prime targets for Rapid Spin or Toxic and because it can fire a super-effective Close Combat against them. Combine the previous two sentences: Hitmontop can be switched into common Stealth Rockers such as Rhydon and Steelix, and then use Toxic or Rapid Spin against them, as they are forced out by the threat of a Close Combat. If there are entry hazards on the field and the opponent has a Ghost-type that lacks Toxic or Will-o-Wisp, it would be wise to go ahead and Foresight first in case they switch out, then proceed to Rapid Spin hazards away. Rephrase this: note that if you expect the opponent to switch in a ghost type, you should use foresight, current wording implies that you should use foresight if you expect them to switch their ghost type out of you. It can be predictable if Foresight is used repeatedly, so be sure to mix up Hitmontop's attacks. Keep an eye on Hitmontop's HP. It needs to be as healthy as possible so it can spin hazards away Combine this and the previous sentence. If its HP becomes too low, then make sure that a teammate like Vaporeon can pass a Wish to it as soon as possible. This is better addressed in the team options section Although Hitmontop can switch into a Knock Off from Incineroar, Passimian, or Sneasel, this play is risky because Hitmontop will lose its Leftovers and the one source of recovery it has. Don't allow Hitmontop to be inflicted with a status condition. It's important to remember that most Ghost-types that Hitmontop is supposed to spin on such as Rotom or Mismagius carry moves like Will-o-Wisp or Taunt to cripple Hitmontop. Make sure your team has a status absorber or cleric if it does get burned or put on a timer with Toxic combine the previous 3 sentences: Status effects heavily wear down Hitmontop's HP, so try to avoid them if you can, although Ghost Types such as Rotom will often force Hitmontop to become burned while spinning. Finally, be cautious about repeatedly using Close Combat. Continuous use of Close Combat causes Hitmontop's defenses to lower more and more, making it easier to KO after every use.

Team Options
========

Hitmontop has no form of recovery outside of its Leftovers, so Wish passers such as Vaporeon or Mega Audino are mandatory to keep it healthy. On that note, they also can carry Heal Bell so that Hitmontop can recover from Toxic or Will-o-Wisp. If your team doesn't have a cleric with Heal Bell, then a status absorber like Refresh Blastoise or Xatu can be used instead. Poison-types such as Garbodor and Vileplume make great teammates to absorb the Toxic Spikes Hitmontop loathes. Hitmontop is vulnerable to Psychic-types, so parters that can deal with them such as Incineroar, Sneasel, or Scrafty are also appreciated. Pokemon like Rotom, Rhydon, and Piloswine are also needed to check the Flying-type Pokemon that prey on Hitmontop. Fairy-type Pokemon are also an issue for Hitmontop. Partners like Steelix, Vileplume, or Klinklang Delphox help check these Pokemon Combine this with the previous sentence. Pokemon such as Braviary, Slowbro, and Incineroar appreciate Hitmontop's ability to deal with Dark, Rock, and Steel-type Pokemon such as rival Incineroar, Steelix, Rhydon, and Sneasel Refocus this sentence to be purely about dark types, mention Slowbro, Delphox, and Palossand as teammates. Pokemon that appreciate hazard control such as Incineroar, Sneasel, or Braviary love that Hitmontop can clear hazards, as well as its great matchup against rockers such as Rhydon and Steelix. Hitmontop's Intimidate can help setup sweepers like Incineroar, Slowbro, Comfey, Scrafty, Delphox, or Klinklang take physical attacks easier. Spikes setters like Garbodor, Ferroseed, and Accelgor appreciate the fact that Hitmontop does not remove their own Spikes when it clears entry hazards.

I want an explicit mention of stall here; that's where it works, and that should be noted.

[STRATEGY COMMENTS]
Other Options
=============

Protect can be used to scout the opponent's moveset, allow Hitmontop to have a free turn of Leftovers recovery, and rack up Toxic damage. Moved to main set.

Offensive Set: Aka old gen technitop, talk about how it gets all the priority, but doesn't do anything with it.

Earthquake hits Garbodor, preventing it from using Hitmontop as fodder for spikes, as well as hitting Diancie harder than any of its other moves, but lacking protect or foresight hurts Hitmontop.

Checks and Counters
===================

**Psychic-Type Pokemon**: Hitmontop has a hard time dealing with Psychic-type Pokemon because all of them resist Close Combat and proceed to KO it with powerful STAB moves. Xatu reflects Toxic back to Hitmontop thanks to its Magic Bounce ability, resists Close Combat, and can further chip it with Night Shade and Rocky Helmet damage. Sigylyph doesn't care about Toxic thanks to Magic Guard and KOs it with Psyshock. Medicham can easily KO Hitmontop with Zen Headbut. Gallade can bypass Toxic with Substitute and can set up in its face. Slowbro and Slowking can burn it with Scald or KO it with Psychic or Future Sight. In Slowbro's case, it can also put it on a timer with Toxic. Delphox resists Close Combat and can set up with Calm Mind to later KO it with powerful moves. Most of this is redundant, Psychic Types resist Close Combat and threaten Hitmontop with powerful STAB moves. Xatu and Sigilyph are essentially immune to Toxic, meaning that they totally wall hitmontop. Expand this a bit with relevant examples in the first sentence, but that's all you need.

**Flying-type Pokemon**: Flying-type Pikemon are some of the biggest thorns in Hitmontop's side. Braviary is the most notable check, because it can easily OHKO Hitmontop with Brave Bird. Braviary can also use Substitute against Hitmontop to force Close Combat uses. Vivillon can put Hitmontop to sleep with Sleep Powder and can proceed to set up with Quiver Dance because it doesn't care about Close Combat. Golbat is immune to Toxic thanks to its typing. It also resists Close Combat and proceeds to chip away at Hitmontop with Brave Bird and Toxic. Golbat should be the first mention, as it completely nullifies you. Then mention Viv, and then Braviary, as Braviary doesn't really switch in all that comfortably, despite threatening you heavily.

**Fairy-type Pokemon**: Fairy-types also pose a serious problem for Hitmontop. Comfey and Diancie can set up with Calm Mind in front of it and proceed to KO them with their STABS. Comfey can even shut down Hitmontop with Taunt, recover HP, and revenge kill Hitmontop with a priority boosted Draining Kiss. Diancie doesn't care about Toxic if it carries Heal Bell, but offensive variants need to be wary about switching into Toxic. Whimsicott outspeeds Hitmontop and can easily KO it with Moonblast. Mega Audino can also wall Hitmontop, recovering damage done by Close Combat with Wish, heal Toxic with Heal Bell, and can proceed to KO Hitmontop with Dazzling Gleam if it drops its defenses enough with Close Combat. Again, most of this is redundant, just mention that Fairy Types such as Comfey and Whimsicott resist CC, and threaten Hitmon with powerful Fairy STAB. Diancie and Maud don't resist, but still threaten it with Moonblast and Dgleam respectively, and can Heal Bell away Toxic.

**Residual Damage**: Because it lacks a reliable form of recovery, Hitmontop is very easily worn down. Status conditions such as burn or poison chip away at the little HP Hitmontop has. Ghost-types can use moves like Will-o-Wisp or Toxic easily since Hitmontop is required to stay in for two turns to spin away hazards against these Pokemon. Bulky Water-types such as Vaporeon, Blastoise, and Seismitoad can take a Close Combat and fish for a burn with Scald. While it does resist Stealth Rock, layers of Spikes and Toxic Spikes wear Hitmontop down even more. Pressure from offensive Pokemon can lower Hitmontop's HP to where KOing it is no problem. Hitmontop also has to worry about Pokemon that punish contact moves such as Vileplume, Ferroseed, and Rocky Helmet users such as Xatu, Garbodor, or Druddigon. Again, a lot of this is redundant, just say: Lacks reliable recovery, so damage from Toxic, Scald burns from Water-Types, and Willowisp means it gets worn down incredibly fast. Toxic spikes from Garbodor are a noted enemy, as it has to switch in in order to remove them, leaving it poisoned.

[CREDITS]
- Written by: [[<JustoonSmitts, 239732>]]
- Quality checked by: [[<Rabia, 336073>], [<Eternally>, <295647>], [<username3>, <userid3>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]
Implement this and I'll give it another look. Tag me here, pm me, or contact me over discord if you need any clarifications.
 

quziel

I am the Scientist now
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Smogon Discord Contributoris a Top CAP Contributoris a Contributor to Smogonis a member of the Battle Simulator Staff
View attachment 133990
**artwork by me**

Hitmontop offers a very niche combination of Rapid Spin and Foresight to clear hazards away against Ghost-type Pokemon and is a reliable check to Dark-Types such as Incineroar and Sneasel. Outside of this niche, other hazard clearers and Fighting-type Pokemon offer more utility or power do its job much, much better. Hitmontop's lack of reliable recovery, exploitable weaknesses, and only good bulk mean that it gets worn down incredibly fast without Wish support, meaning it is very easily taken advantage of. It also relies on only Close Combat and Toxic for damage, so it is easily walled by Fighting-type resists such as Vileplume, Garbodor, and Golbat. This means that Hitmontop only finds a secure niche on stall teams that need a decent Incineroar check and hazard control, with said teams being able to provide Wish support for Hitmontop.

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight / Protect
move 3: Close Combat / Low Kick
move 4: Toxic
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

Rapid Spin allows Hitmontop to clear away entry hazards such as Stealth Rocks and Spikes for its teammates. Foresight lets Hitmontop clear away entry hazards on Ghost-type Pokemon such as Palossand, Defog Decidueye, and Choice Scarf Rotom. It also allows Hitmontop to hit them with Close Combat. Protect is a great move for scouting for Choice-locked sets, abusing Toxic damage, and getting extra recovery with Leftovers. Close Combat is a decently powerful STAB that prevents Hitmontop from being setup bait and it also threatens common Stealth Rock setters such as Rhydon and Steelix. Low Kick is an alternate move that doesn't drop your defenses, but it doesn't hit Diancie as hard. Toxic is important so that bulky Pokemon that resist Close Combat like Slowbro, Palossand, and Slowking are put on a timer.

Set Details
========

Maximum HP and Defense with an Impish Nature allow Hitmontop to be as physically bulky as possible, allowing it to pivot into Pokemon like Incineroar, Sneasel, and Cinccino. Intimidate further bolsters Hitmontop's physical bulk and can aid teammates in setting up. Leftovers is Hitmontop's only form of recovery.

Usage Tips
========

Hitmontop can be switched into common Stealth Rockers such as Rhydon and Steelix, and then use Toxic or Rapid Spin against them, as they are forced out by the threat of a Close Combat. Should the opponent switch into a Ghost-type Pokemon, use Foresight to either hit it with a STAB or clear hazards against them the next turn. Keep an eye on Hitmontop's HP because it needs to be as healthy as possible so it can spin hazards away. Although Hitmontop can switch into a Knock Off from Incineroar, Passimian, or Sneasel, this play is risky because Hitmontop will lose its Leftovers and the one source of recovery it has. Status effects heavily wear down Hitmontop's HP, so try to avoid them if you can, although Ghost-types such as Rotom will often force Hitmontop to become burned while spinning. Finally, be cautious about repeatedly using Close Combat. Continuous use of Close Combat causes Hitmontop's defenses to lower more and more, making it easier to KO after every use.

Team Options
========

Hitmontop fits on stall teams that need a reliable answer to Incineroar and Stealth Rock users such as Rhydon or Steelix. Hitmontop has no form of recovery outside of its Leftovers, so Wish passers such as Vaporeon, Mega Audino, or Delphox are mandatory to keep it healthy. On that note, they also can carry Heal Bell so that Hitmontop can recover from Toxic or Will-o-Wisp. Poison-types such as Garbodor and Vileplume make great teammates to absorb the Toxic Spikes Hitmontop loathes. Hitmontop is vulnerable to Psychic-types, so parters that can deal with them such as Incineroar, Guzzlord, or Scrafty are also appreciated. Pokemon like Heliolisk, Rhydon, and Piloswine are also needed to check the Flying-type Pokemon that prey on Hitmontop. Fairy-type Pokemon are also an issue for Hitmontop, so partners like Steelix, Vileplume, or Delphox help check these Pokemon. Pokemon such as Slowbro, Delphox, and Palossand appreciate Hitmontop's ability to deal with Dark-type Pokemon. Pokemon that appreciate hazard control such as Incineroar, Xatu, or Cryogonal love that Hitmontop can clear hazards, as well as its great matchup against Stealth Rock setters such as Rhydon and Steelix. Spikes setters like Garbodor, Ferroseed, and Accelgor appreciate the fact that Hitmontop does not remove their own Spikes when it clears entry hazards.


[STRATEGY COMMENTS]
Other Options
=============

An offensive Hitmontop set could theoretically work thanks to Hitmontop's access to priority moves such as Mach Punch and Sucker Punch. However, offensive Hitmontop is outclassed by Passimian and Medicham thanks to their much stronger Attack and Speed stats. Earthquake is an option for Hitmontop to hit Garbodor harder than Close Combat so it doesn't set up Toxic Spikes in front of it. It also has the nice bonus of hitting Diancie. However, the utility of Foresight or Protect is much stronger.


Checks and Counters
===================

**Psychic-type Pokemon**: Psychic-type Pokemon such as Slowbro, Xatu, and Slowking resist Close Combat and threaten Hitmontop with powerful STAB moves. Xatu and Sigilyph are essentially immune to Toxic, meaning that they completely wall Hitmontop.

**Flying-type Pokemon**: Flying-type Pokemon are some of the biggest thorns in Hitmontop's side. Golbat is the most notable check because it is immune to Toxic and retaliates back with Brave Bird and Taunt. Vivillon can put Hitmontop to sleep with Sleep Powder then can set up Quiver Dance against it. While Braviary is not a direct switch-in to Close Combat, it does reliably KO Hitmontop with Brave Bird or it can stall it out with Substitute.

**Fairy-type Pokemon**: Fairy Types such as Comfey and Whimsicott resist Close Combat and threaten Hitmontop with powerful Fairy STABs. Diancie and Mega Audino don't resist Close Combat, but they still threaten it with Moonblast and Dazzling Gleam respectively, and can shrug off Toxic with Heal Bell

**Poison-type Pokemon** Pokemon such as Vileplume, Garbodor, and Golbat resist Close Combat and are immune to Toxic, which give Hitmontop more trouble.

**Residual Damage**: Hitmontop lacks reliable recovery, so damage from Toxic, Scald burns from Water-Types, and Will-O-Wisp means it gets worn down incredibly fast. Hitmontop hates Toxic Spikes from Garbodor as it has to switch in in order to remove them, leaving it poisoned.

[CREDITS]
- Written by: [[<JustoonSmitts, 239732>]]
- Quality checked by: [[<Rabia, 336073>], [<Eternally>, <295647>], [<username3>, <userid3>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]
Ok, cool, I like this version a lot better, implement this and I'll stamp it for 3/3
 

Rabia

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GP & NU Leader
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[OVERVIEW]

Hitmontop offers a very niche combination of Rapid Spin and Foresight to clear hazards away against Ghost-type Pokemon and is a reliable check to Dark-type Pokemon such as Incineroar and Sneasel. Outside of this niche, other hazard clearers removers and Fighting-type Pokemon offer much more utility or power. Hitmontop's lack of reliable recovery, exploitable weaknesses, and only good bulk mean that it gets worn down incredibly fast without Wish support, meaning it is very easily taken advantage of. It also relies on only Close Combat (Low Kick is a slash tho. Maybe chance to "its Fighting-type STAB attack"?) and Toxic for damage, so it is easily walled by Fighting-type resists Fighting-resistant and Poison-immune Pokemon (QC: there are Fighting-resistant Pokemon that Toxic screws over) such as Vileplume, Garbodor, and Golbat. This means that Hitmontop only finds a secure niche on stall teams that need a decent Incineroar check and entry hazard control, with said teams being able to provide Wish support for Hitmontop.

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight / Protect
move 3: Close Combat / Low Kick
move 4: Toxic
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

Rapid Spin allows Hitmontop to clear away entry hazards such as Stealth Rocks Rock and Spikes for its teammates. Foresight lets Hitmontop clear away entry hazards on Ghost-type Pokemon such as Palossand, Defog Decidueye, and Choice Scarf Rotom (QC: idrk if you need to specify the sets, but it's fine to keep). It also allows Hitmontop to hit them with Close Combat. Protect is a great move for scouting for Choice-locked sets (maybe Pokemon > sets but eh, not needed), abusing racking up (any verb other than abusing) Toxic damage, and getting extra recovery with Leftovers. Close Combat is a decently powerful STAB attack that prevents Hitmontop from being setup bait,(AC) and it also threatens common Stealth Rock setters such as Rhydon and Steelix. Low Kick is an alternate move that doesn't drop your Hitmontop's defenses, but it doesn't hit Diancie as hard. Toxic is important so that bulky Pokemon that resist or are immune to Close Combat like Slowbro, Palossand, and Slowking,(AC) and Palossand are put on a timer.

Set Details
========

Maximum HP and Defense EVs with an Impish Nature nature allow Hitmontop to be as physically bulky as possible, allowing it to pivot into Pokemon like Incineroar, Sneasel, and Cinccino. Intimidate further bolsters Hitmontop's physical bulk and can aid teammates in setting up. Leftovers is Hitmontop's only form of recovery.

Usage Tips
========

Hitmontop can be switched into common Stealth Rockers Rock setters,(AC) such as Rhydon and Steelix, and then use Toxic or Rapid Spin against them, as they are forced out by the threat of a Close Combat. Should the opponent switch into a Ghost-type Pokemon, use Foresight to either hit it with a STAB attack or clear entry hazards against them it the next turn. Keep an eye on Hitmontop's HP because it needs to be as healthy as possible so it can spin hazards away. Although Hitmontop can switch into a Knock Off from Incineroar, Passimian, or and Sneasel, this play is risky because Hitmontop will lose its Leftovers and the one ,(AC) its only source of recovery it has. Status effects ailments heavily wear down Hitmontop's HP Hitmontop, so try to avoid them if you can, although Ghost-types such as (QC edit because Rotom is the only Ghost-type that commonly carries Wisp) Rotom will often force burn Hitmontop to become burned while spinning when it uses Rapid Spin (passive voice -> active voice. the last edit may be a bit subjective, but it sounds kinda awkward as is imo). Finally, be cautious about repeatedly using Close Combat. Continuous use of Close Combat causes Hitmontop's defenses to lower more and more, making it easier to KO after every use.

Team Options
========

Hitmontop fits on stall teams that need a reliable answer to Incineroar and Stealth Rock users such as Rhydon or and Steelix. Hitmontop has no form of recovery outside of its Leftovers, so Wish passers such as Vaporeon, Mega Audino, or and Delphox are mandatory to keep it healthy. On that note, they also Vaporeon and Mega Audino (Delphox doesn't learn Heal Bell) can also carry Heal Bell so that Hitmontop can recover from Toxic or Will-o-Wisp Toxic poison or burn. Poison-types such as Garbodor and Vileplume make great teammates to absorb the Toxic Spikes Hitmontop loathes. Hitmontop is vulnerable to Psychic-types, so parters partners that can deal with them such as Incineroar, Guzzlord, or and Scrafty are also appreciated. Pokemon like Heliolisk, Rhydon, and Piloswine (QC: find better examples. none of these are really on stall tbh, especially Heliolisk. at least change Lisk) are also needed to check the Flying-type Pokemon that prey on Hitmontop. Fairy-type Pokemon are also an issue for Hitmontop, so partners like Steelix, Vileplume, or and Delphox help check these Pokemon. Pokemon such as Slowbro, Delphox, and Palossand appreciate Hitmontop's ability to deal with Dark-type Pokemon. Pokemon that appreciate hazard control such as Incineroar, Xatu, or and Cryogonal love that Hitmontop can clear hazards, as well as its great matchup against Stealth Rock setters such as Rhydon and Steelix. Spikes setters like Garbodor, Ferroseed, and Accelgor (QC: ok also here. i may argue to remove this entire sentence because stall doesn't really see spikes usage all that much, but basically accelgor stall is not a thing, so just remove that example imo) appreciate the fact that Hitmontop does not remove their own Spikes when it clears entry hazards.


[STRATEGY COMMENTS]
Other Options
=============

An offensive Hitmontop set could theoretically work thanks to Hitmontop's access to priority moves such as Mach Punch and Sucker Punch. However, offensive Hitmontop is outclassed by Passimian and Medicham thanks to their much stronger better Attack and Speed stats. Earthquake is an option for Hitmontop to hit Garbodor harder than lets Hitmontop hit Garbodor harder than it would with (previous phrasing read really poorly/awkwardly) Close Combat so it that Garbodor doesn't set up Toxic Spikes in front of it. It Earthquake also has the nice bonus of hitting Diancie. However, the utility of Foresight or Protect is much stronger preferred (imo this fits better with what you wanna convey).

(remove linebreak)
Checks and Counters
===================

**Psychic-type Pokemon**: Psychic-type Pokemon such as Slowbro, Xatu, and Slowking resist Close Combat and threaten Hitmontop with powerful STAB moves. Xatu and Sigilyph are essentially immune to Toxic, meaning that they completely wall Hitmontop.

**Flying-type Pokemon**: Flying-type Pokemon are some of the biggest thorns in Hitmontop's side. Golbat is the most notable check because it is immune to Toxic and retaliates back with Brave Bird and Taunt (QC: Taunt isn't all too relevant tbh considering what Hitmontop is going to do back. I'd rather you just keep the focus on Brave Bird damage). Vivillon can put Hitmontop to sleep with Sleep Powder and then can set up Quiver Dance against it. While Braviary is not a direct switch-in to Close Combat, it does reliably KO Hitmontop with Brave Bird,(AC) or it can stall it Close Combat out with Substitute.

**Fairy-type Pokemon**: Fairy-types such as Comfey and Whimsicott resist Close Combat and threaten Hitmontop with powerful Fairy STABs Fairy-type STAB attacks. Diancie and Mega Audino don't resist Close Combat, but they still threaten it with Moonblast and Dazzling Gleam,(AC) respectively, and can shrug off Toxic with Heal Bell.(AP)

**Poison-type Pokemon**:(add colon) Pokemon such as Vileplume, Garbodor, and Golbat resist Close Combat and are immune to Toxic, which give gives Hitmontop more trouble (why?).

**Residual Damage**: Hitmontop lacks reliable recovery, so damage from Toxic, Scald burns from Water-types, and Will-O-Wisp means Toxic poison and burns mean (more concise) it gets worn down incredibly fast quickly. Hitmontop also hates Toxic Spikes from Garbodor,(AC) as it has to switch in in order to remove them, leaving it poisoned.

[CREDITS]
- Written by: [[<JustoonSmitts, 239732>]]
- Quality checked by: [[<Rabia, 336073>], [<Eternally>, <295647>], [<quziel>, <297859>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]] (fix up the credits; you don't need the <> around names and IDs)
 

JustoonSmitts

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[OVERVIEW]

Hitmontop offers a very niche combination of Rapid Spin and Foresight to clear hazards away against Ghost-type Pokemon and is a reliable check to Dark-type Pokemon such as Incineroar and Sneasel. Outside of this niche, other hazard clearers removers and Fighting-type Pokemon offer much more utility or power. Hitmontop's lack of reliable recovery, exploitable weaknesses, and only good bulk mean that it gets worn down incredibly fast without Wish support, meaning it is very easily taken advantage of. It also relies on only Close Combat (Low Kick is a slash tho. Maybe chance to "its Fighting-type STAB attack"?) and Toxic for damage, so it is easily walled by Fighting-type resists Fighting-resistant and Poison-immune Pokemon (QC: there are Fighting-resistant Pokemon that Toxic screws over) such as Vileplume, Garbodor, and Golbat. This means that Hitmontop only finds a secure niche on stall teams that need a decent Incineroar check and entry hazard control, with said teams being able to provide Wish support for Hitmontop.

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight / Protect
move 3: Close Combat / Low Kick
move 4: Toxic
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

Rapid Spin allows Hitmontop to clear away entry hazards such as Stealth Rocks Rock and Spikes for its teammates. Foresight lets Hitmontop clear away entry hazards on Ghost-type Pokemon such as Palossand, Defog Decidueye, and Choice Scarf Rotom (QC: idrk if you need to specify the sets, but it's fine to keep). It also allows Hitmontop to hit them with Close Combat. Protect is a great move for scouting for Choice-locked sets (maybe Pokemon > sets but eh, not needed), abusing racking up (any verb other than abusing) Toxic damage, and getting extra recovery with Leftovers. Close Combat is a decently powerful STAB attack that prevents Hitmontop from being setup bait,(AC) and it also threatens common Stealth Rock setters such as Rhydon and Steelix. Low Kick is an alternate move that doesn't drop your Hitmontop's defenses, but it doesn't hit Diancie as hard. Toxic is important so that bulky Pokemon that resist or are immune to Close Combat like Slowbro, Palossand, and Slowking,(AC) and Palossand are put on a timer.

Set Details
========

Maximum HP and Defense EVs with an Impish Nature nature allow Hitmontop to be as physically bulky as possible, allowing it to pivot into Pokemon like Incineroar, Sneasel, and Cinccino. Intimidate further bolsters Hitmontop's physical bulk and can aid teammates in setting up. Leftovers is Hitmontop's only form of recovery.

Usage Tips
========

Hitmontop can be switched into common Stealth Rockers Rock setters,(AC) such as Rhydon and Steelix, and then use Toxic or Rapid Spin against them, as they are forced out by the threat of a Close Combat. Should the opponent switch into a Ghost-type Pokemon, use Foresight to either hit it with a STAB attack or clear entry hazards against them it the next turn. Keep an eye on Hitmontop's HP because it needs to be as healthy as possible so it can spin hazards away. Although Hitmontop can switch into a Knock Off from Incineroar, Passimian, or and Sneasel, this play is risky because Hitmontop will lose its Leftovers and the one ,(AC) its only source of recovery it has. Status effects ailments heavily wear down Hitmontop's HP Hitmontop, so try to avoid them if you can, although Ghost-types such as (QC edit because Rotom is the only Ghost-type that commonly carries Wisp) Rotom will often force burn Hitmontop to become burned while spinning when it uses Rapid Spin (passive voice -> active voice. the last edit may be a bit subjective, but it sounds kinda awkward as is imo). Finally, be cautious about repeatedly using Close Combat. Continuous use of Close Combat causes Hitmontop's defenses to lower more and more, making it easier to KO after every use.

Team Options
========

Hitmontop fits on stall teams that need a reliable answer to Incineroar and Stealth Rock users such as Rhydon or and Steelix. Hitmontop has no form of recovery outside of its Leftovers, so Wish passers such as Vaporeon, Mega Audino, or and Delphox are mandatory to keep it healthy. On that note, they also Vaporeon and Mega Audino (Delphox doesn't learn Heal Bell) can also carry Heal Bell so that Hitmontop can recover from Toxic or Will-o-Wisp Toxic poison or burn. Poison-types such as Garbodor and Vileplume make great teammates to absorb the Toxic Spikes Hitmontop loathes. Hitmontop is vulnerable to Psychic-types, so parters partners that can deal with them such as Incineroar, Guzzlord, or and Scrafty are also appreciated. Pokemon like Heliolisk, Rhydon, and Piloswine (QC: find better examples. none of these are really on stall tbh, especially Heliolisk. at least change Lisk) are also needed to check the Flying-type Pokemon that prey on Hitmontop. Fairy-type Pokemon are also an issue for Hitmontop, so partners like Steelix, Vileplume, or and Delphox help check these Pokemon. Pokemon such as Slowbro, Delphox, and Palossand appreciate Hitmontop's ability to deal with Dark-type Pokemon. Pokemon that appreciate hazard control such as Incineroar, Xatu, or and Cryogonal love that Hitmontop can clear hazards, as well as its great matchup against Stealth Rock setters such as Rhydon and Steelix. Spikes setters like Garbodor, Ferroseed, and Accelgor (QC: ok also here. i may argue to remove this entire sentence because stall doesn't really see spikes usage all that much, but basically accelgor stall is not a thing, so just remove that example imo) appreciate the fact that Hitmontop does not remove their own Spikes when it clears entry hazards.


[STRATEGY COMMENTS]
Other Options
=============

An offensive Hitmontop set could theoretically work thanks to Hitmontop's access to priority moves such as Mach Punch and Sucker Punch. However, offensive Hitmontop is outclassed by Passimian and Medicham thanks to their much stronger better Attack and Speed stats. Earthquake is an option for Hitmontop to hit Garbodor harder than lets Hitmontop hit Garbodor harder than it would with (previous phrasing read really poorly/awkwardly) Close Combat so it that Garbodor doesn't set up Toxic Spikes in front of it. It Earthquake also has the nice bonus of hitting Diancie. However, the utility of Foresight or Protect is much stronger preferred (imo this fits better with what you wanna convey).

(remove linebreak)
Checks and Counters
===================

**Psychic-type Pokemon**: Psychic-type Pokemon such as Slowbro, Xatu, and Slowking resist Close Combat and threaten Hitmontop with powerful STAB moves. Xatu and Sigilyph are essentially immune to Toxic, meaning that they completely wall Hitmontop.

**Flying-type Pokemon**: Flying-type Pokemon are some of the biggest thorns in Hitmontop's side. Golbat is the most notable check because it is immune to Toxic and retaliates back with Brave Bird and Taunt (QC: Taunt isn't all too relevant tbh considering what Hitmontop is going to do back. I'd rather you just keep the focus on Brave Bird damage). Vivillon can put Hitmontop to sleep with Sleep Powder and then can set up Quiver Dance against it. While Braviary is not a direct switch-in to Close Combat, it does reliably KO Hitmontop with Brave Bird,(AC) or it can stall it Close Combat out with Substitute.

**Fairy-type Pokemon**: Fairy-types such as Comfey and Whimsicott resist Close Combat and threaten Hitmontop with powerful Fairy STABs Fairy-type STAB attacks. Diancie and Mega Audino don't resist Close Combat, but they still threaten it with Moonblast and Dazzling Gleam,(AC) respectively, and can shrug off Toxic with Heal Bell.(AP)

**Poison-type Pokemon**:(add colon) Pokemon such as Vileplume, Garbodor, and Golbat resist Close Combat and are immune to Toxic, which give gives Hitmontop more trouble (why?).

**Residual Damage**: Hitmontop lacks reliable recovery, so damage from Toxic, Scald burns from Water-types, and Will-O-Wisp means Toxic poison and burns mean (more concise) it gets worn down incredibly fast quickly. Hitmontop also hates Toxic Spikes from Garbodor,(AC) as it has to switch in in order to remove them, leaving it poisoned.

[CREDITS]
- Written by: [[<JustoonSmitts, 239732>]]
- Quality checked by: [[<Rabia, 336073>], [<Eternally>, <295647>], [<quziel>, <297859>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]] (fix up the credits; you don't need the <> around names and IDs)
Thank you, Rabia. I went ahead and implimented everything.
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Hitmontop offers a very niche combination of Rapid Spin and Foresight to clear entry hazards against Ghost-type Pokemon and is a reliable check to Dark-type Pokemon such as Incineroar and Sneasel. Outside of this niche, however, other hazard removers and Fighting-type Pokemon offer much more utility or power. Hitmontop's lack of reliable recovery, exploitable weaknesses, and only good bulk mean that it gets worn down incredibly fast without Wish support, meaning it is leaving it (repetition) very easily taken advantage of. It also relies on only Fighting-type STAB attacks and Toxic for damage, so it is easily walled by Fighting-resistant and Poison-immune Pokemon such as Vileplume, Garbodor, and Golbat. This means that Hitmontop only finds a secure niche on stall teams that need a decent Incineroar check and entry hazard control (RC) with said teams being and are able to provide Wish support for Hitmontop it. (might've changed content here, don't implement if so)

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight / Protect
move 3: Close Combat / Low Kick
move 4: Toxic
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 252 Def / 4 SpD


[SET COMMENTS]
Moves
========


Rapid Spin allows Hitmontop to clear entry hazards such as Stealth Rock and Spikes for its teammates. Foresight lets Hitmontop clear entry hazards on Ghost-type Pokemon such as Palossand, Decidueye, and Rotom. It also allows Hitmontop to hit them with Close Combat. Protect is a great move for scouting Choice-locked sets, racking up Toxic damage, and getting extra recovery with Leftovers. Close Combat is a decently powerful STAB attack that prevents Hitmontop from being setup bait, and it also threatens common Stealth Rock setters such as Rhydon and Steelix. Low Kick is an alternate move that doesn't drop Hitmontop's defenses, but it doesn't hit Diancie as hard. Toxic is important so that puts bulky Pokemon that resist or are immune to Close Combat like Slowbro, Slowking, and Palossand are put on a timer.

Set Details
========


Maximum HP and Defense EVs with an Impish nature allow Hitmontop to be as physically bulky as possible, allowing it to pivot into Pokemon like Incineroar, Sneasel, and Cinccino. Intimidate further bolsters Hitmontop's physical bulk and can aid teammates in setting up. Leftovers is Hitmontop's only form of recovery.

Usage Tips
========


Hitmontop can be switched into common Stealth Rock setters, such as Rhydon and Steelix, and then use Toxic or Rapid Spin against them (RC; could go either way ig but this reading makes more sense) as they are forced out by the threat of Close Combat. Should the opponent switch into a Ghost-type Pokemon, use Foresight to either hit it with a STAB attack or clear entry hazards against it the next turn. Keep an eye on Hitmontop's HP because it needs to be as healthy as possible so it can spin hazards away. Although Hitmontop can switch into Knock Off from Incineroar, Passimian, and Sneasel, this play is risky because Hitmontop will lose Leftovers, its only source of recovery. Status ailments heavily wear down Hitmontop, so try to avoid them if you can, although Rotom will often burn Hitmontop when it uses Rapid Spin. Finally, be cautious about repeatedly using Close Combat. Continuous use of Close Combat causes Hitmontop's defenses to lower more and more, making it easier to KO after every use.

Team Options
========


Hitmontop fits on stall teams that need a reliable answer to Incineroar and Stealth Rock users such as Rhydon and Steelix. Hitmontop has no form of recovery outside of its Leftovers, so Wish passers such as Vaporeon, Mega Audino, and Delphox are mandatory to keep it healthy. On that note, Vaporeon and Mega Audino can also carry Heal Bell so that Hitmontop can recover from Toxic poison or burn. Poison-types such as Garbodor and Vileplume make great teammates to absorb the Toxic Spikes Hitmontop loathes. Hitmontop is vulnerable to Psychic-types, so(space)partners that can deal with them such as Incineroar, Guzzlord, or and Scrafty are also appreciated. Pokemon like Cryogonal and Mega Abomasnow are also needed to check the Flying-type Pokemon that prey on Hitmontop. Fairy-type Pokemon are also an issue for Hitmontop, so partners like Steelix, Vileplume, and Delphox help check these Pokemon. Pokemon such as Slowbro, Delphox, and Palossand appreciate Hitmontop's ability to deal with Dark-type Pokemon. Pokemon that appreciate entry hazard control such as Incineroar, Xatu, or and Cryogonal love that Hitmontop can clear hazards, as well as its great matchup against Stealth Rock setters such as Rhydon and Steelix. Spikes setters like Garbodor and Ferroseed appreciate the fact that Hitmontop does not remove their own Spikes when it clears entry hazards.


[STRATEGY COMMENTS]
Other Options
=============


An offensive Hitmontop set could theoretically work thanks to Hitmontop's access to priority moves such as Mach Punch and Sucker Punch. However, offensive Hitmontop is outclassed by Passimian and Medicham thanks to their much stronger better Attack and Speed stats. Earthquake lets Hitmontop hit Garbodor harder than it would with Close Combat so that Garbodor doesn't set up Toxic Spikes in front of it, (comma) Earthquake and it also has the nice bonus of hitting Diancie. However, the utility of Foresight or Protect is preferred.

Checks and Counters
===================


**Psychic-type Pokemon**: Psychic-type Pokemon such as Slowbro, Xatu, and Slowking resist Close Combat and threaten Hitmontop with powerful STAB moves. Xatu and Sigilyph are essentially effectively immune to Toxic, meaning that they completely wall Hitmontop.

**Flying-type Pokemon**: Flying-type Pokemon are some of the biggest thorns in Hitmontop's side. Golbat is the most notable check because it is immune to Toxic and retaliates back with Brave Bird. Vivillon can put Hitmontop to sleep with Sleep Powder and then can set up Quiver Dance against it. While Braviary is not a direct switch-in to Close Combat, it does reliably KO Hitmontop with Brave Bird (RC) or it and can stall Close Combat out with Substitute.

**Fairy-type Pokemon**: Fairy-types such as Comfey and Whimsicott resist Close Combat and threaten Hitmontop with powerful Fairy-type STAB attacks. Diancie and Mega Audino don't resist Close Combat, but they still threaten it with Moonblast and Dazzling Gleam,(AC) respectively, and can shrug off Toxic with Heal Bell.

**Poison-type Pokemon**: Pokemon such as Vileplume, Garbodor, and Golbat resist its Hitmontop's Fighting STAB attacks and are immune to Toxic, which gives Hitmontop more trouble because it cannot do much damage to them.

**Residual Damage**: Hitmontop lacks reliable recovery, so Toxic poison and burns means mean it gets worn down incredibly quickly. Hitmontop also hates Toxic Spikes from Garbodor, as it has to switch in in order to remove them, leaving it poisoned.

[CREDITS]
- Written by: [[JustoonSmitts, 239732]]
- Quality checked by: [[Rabia, 336073], [Eternally, 295647], [quziel, 297859]]
- Grammar checked by: [[username1, userid1], [username2, username2]]
 

JustoonSmitts

I draw stuff for a living
is a Top Artistis a Contributor to Smogon
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Hitmontop offers a very niche combination of Rapid Spin and Foresight to clear entry hazards against Ghost-type Pokemon and is a reliable check to Dark-type Pokemon such as Incineroar and Sneasel. Outside of this niche, however, other hazard removers and Fighting-type Pokemon offer much more utility or power. Hitmontop's lack of reliable recovery, exploitable weaknesses, and only good bulk mean that it gets worn down incredibly fast without Wish support, meaning it is leaving it (repetition) very easily taken advantage of. It also relies on only Fighting-type STAB attacks and Toxic for damage, so it is easily walled by Fighting-resistant and Poison-immune Pokemon such as Vileplume, Garbodor, and Golbat. This means that Hitmontop only finds a secure niche on stall teams that need a decent Incineroar check and entry hazard control (RC) with said teams being and are able to provide Wish support for Hitmontop it. (might've changed content here, don't implement if so)

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight / Protect
move 3: Close Combat / Low Kick
move 4: Toxic
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 252 Def / 4 SpD


[SET COMMENTS]
Moves
========


Rapid Spin allows Hitmontop to clear entry hazards such as Stealth Rock and Spikes for its teammates. Foresight lets Hitmontop clear entry hazards on Ghost-type Pokemon such as Palossand, Decidueye, and Rotom. It also allows Hitmontop to hit them with Close Combat. Protect is a great move for scouting Choice-locked sets, racking up Toxic damage, and getting extra recovery with Leftovers. Close Combat is a decently powerful STAB attack that prevents Hitmontop from being setup bait, and it also threatens common Stealth Rock setters such as Rhydon and Steelix. Low Kick is an alternate move that doesn't drop Hitmontop's defenses, but it doesn't hit Diancie as hard. Toxic is important so that puts bulky Pokemon that resist or are immune to Close Combat like Slowbro, Slowking, and Palossand are put on a timer.

Set Details
========


Maximum HP and Defense EVs with an Impish nature allow Hitmontop to be as physically bulky as possible, allowing it to pivot into Pokemon like Incineroar, Sneasel, and Cinccino. Intimidate further bolsters Hitmontop's physical bulk and can aid teammates in setting up. Leftovers is Hitmontop's only form of recovery.

Usage Tips
========


Hitmontop can be switched into common Stealth Rock setters, such as Rhydon and Steelix, and then use Toxic or Rapid Spin against them (RC; could go either way ig but this reading makes more sense) as they are forced out by the threat of Close Combat. Should the opponent switch into a Ghost-type Pokemon, use Foresight to either hit it with a STAB attack or clear entry hazards against it the next turn. Keep an eye on Hitmontop's HP because it needs to be as healthy as possible so it can spin hazards away. Although Hitmontop can switch into Knock Off from Incineroar, Passimian, and Sneasel, this play is risky because Hitmontop will lose Leftovers, its only source of recovery. Status ailments heavily wear down Hitmontop, so try to avoid them if you can, although Rotom will often burn Hitmontop when it uses Rapid Spin. Finally, be cautious about repeatedly using Close Combat. Continuous use of Close Combat causes Hitmontop's defenses to lower more and more, making it easier to KO after every use.

Team Options
========


Hitmontop fits on stall teams that need a reliable answer to Incineroar and Stealth Rock users such as Rhydon and Steelix. Hitmontop has no form of recovery outside of its Leftovers, so Wish passers such as Vaporeon, Mega Audino, and Delphox are mandatory to keep it healthy. On that note, Vaporeon and Mega Audino can also carry Heal Bell so that Hitmontop can recover from Toxic poison or burn. Poison-types such as Garbodor and Vileplume make great teammates to absorb the Toxic Spikes Hitmontop loathes. Hitmontop is vulnerable to Psychic-types, so(space)partners that can deal with them such as Incineroar, Guzzlord, or and Scrafty are also appreciated. Pokemon like Cryogonal and Mega Abomasnow are also needed to check the Flying-type Pokemon that prey on Hitmontop. Fairy-type Pokemon are also an issue for Hitmontop, so partners like Steelix, Vileplume, and Delphox help check these Pokemon. Pokemon such as Slowbro, Delphox, and Palossand appreciate Hitmontop's ability to deal with Dark-type Pokemon. Pokemon that appreciate entry hazard control such as Incineroar, Xatu, or and Cryogonal love that Hitmontop can clear hazards, as well as its great matchup against Stealth Rock setters such as Rhydon and Steelix. Spikes setters like Garbodor and Ferroseed appreciate the fact that Hitmontop does not remove their own Spikes when it clears entry hazards.


[STRATEGY COMMENTS]
Other Options
=============


An offensive Hitmontop set could theoretically work thanks to Hitmontop's access to priority moves such as Mach Punch and Sucker Punch. However, offensive Hitmontop is outclassed by Passimian and Medicham thanks to their much stronger better Attack and Speed stats. Earthquake lets Hitmontop hit Garbodor harder than it would with Close Combat so that Garbodor doesn't set up Toxic Spikes in front of it, (comma) Earthquake and it also has the nice bonus of hitting Diancie. However, the utility of Foresight or Protect is preferred.

Checks and Counters
===================


**Psychic-type Pokemon**: Psychic-type Pokemon such as Slowbro, Xatu, and Slowking resist Close Combat and threaten Hitmontop with powerful STAB moves. Xatu and Sigilyph are essentially effectively immune to Toxic, meaning that they completely wall Hitmontop.

**Flying-type Pokemon**: Flying-type Pokemon are some of the biggest thorns in Hitmontop's side. Golbat is the most notable check because it is immune to Toxic and retaliates back with Brave Bird. Vivillon can put Hitmontop to sleep with Sleep Powder and then can set up Quiver Dance against it. While Braviary is not a direct switch-in to Close Combat, it does reliably KO Hitmontop with Brave Bird (RC) or it and can stall Close Combat out with Substitute.

**Fairy-type Pokemon**: Fairy-types such as Comfey and Whimsicott resist Close Combat and threaten Hitmontop with powerful Fairy-type STAB attacks. Diancie and Mega Audino don't resist Close Combat, but they still threaten it with Moonblast and Dazzling Gleam,(AC) respectively, and can shrug off Toxic with Heal Bell.

**Poison-type Pokemon**: Pokemon such as Vileplume, Garbodor, and Golbat resist its Hitmontop's Fighting STAB attacks and are immune to Toxic, which gives Hitmontop more trouble because it cannot do much damage to them.

**Residual Damage**: Hitmontop lacks reliable recovery, so Toxic poison and burns means mean it gets worn down incredibly quickly. Hitmontop also hates Toxic Spikes from Garbodor, as it has to switch in in order to remove them, leaving it poisoned.

[CREDITS]
- Written by: [[JustoonSmitts, 239732]]
- Quality checked by: [[Rabia, 336073], [Eternally, 295647], [quziel, 297859]]
- Grammar checked by: [[username1, userid1], [username2, username2]]
Implimented it. Thank you The Dutch Plumberjack. The only thing different I did was remove the Wish support in the Overview since Team Options mentions this much better.

Ready for the final check! :)
 

A Cake Wearing A Hat

moist and crusty
is a Community Leaderis a Community Contributoris a Top Contributoris a Smogon Media Contributoris a Dedicated Tournament Hostis a Battle Simulator Moderatoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnus
Random Battle Lead
add remove comments
[OVERVIEW]

Hitmontop offers a very niche combination of Rapid Spin and Foresight to clear entry hazards against Ghost-type Pokemon and is a reliable check to Dark-type Pokemon such as Incineroar and Sneasel. Outside of this niche, however, other hazard removers and Fighting-type Pokemon offer much more utility or power. Hitmontop's lack of reliable recovery, exploitable weaknesses, lack of reliable recovery, (so it doesn't seem the lack of applies to all parts of the list) and only good bulk mean that it gets worn down incredibly fast quickly without Wish support, leaving it (remove doublespace)very easily taken advantage of. It also relies on only Fighting-type STAB attacks and Toxic for damage, so it is easily walled by Fighting-resistant and Poison-immune Pokemon such as Vileplume, Garbodor, and Golbat. This means that Hitmontop only finds a secure niche on stall teams that need a decent Incineroar check and entry hazard control.

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight / Protect
move 3: Close Combat / Low Kick
move 4: Toxic
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 252 Def / 4 SpD


[SET COMMENTS]
Moves
========


Rapid Spin allows Hitmontop to clear entry hazards such as Stealth Rock and Spikes for its teammates. Foresight lets Hitmontop clear entry hazards on Ghost-type Pokemon such as Palossand, Decidueye, and Rotom. It also allows Hitmontop to hit them with Close Combat. Protect is a great move for scouting Choice-locked sets, racking up Toxic damage, and getting extra recovery with Leftovers. Close Combat is a decently powerful STAB attack that prevents Hitmontop from being setup bait, and it also threatens common Stealth Rock setters such as Rhydon and Steelix. Low Kick is an alternate move that doesn't drop Hitmontop's defenses, but it doesn't hit Diancie as hard. Toxic puts bulky Fighting-resistant or -immune Pokemon that resist or are immune to Close Combat (low kick) like Slowbro, Slowking, and Palossand on a timer.

Set Details
========


Maximum HP and Defense EVs with an Impish nature allow Hitmontop to be as physically bulky as possible, (RC) allowing it to so it can pivot into Pokemon like Incineroar, Sneasel, and Rhydon. Intimidate further bolsters Hitmontop's physical bulk and can aid teammates in setting up. Leftovers is Hitmontop's only form of recovery.

Usage Tips
========


Hitmontop can be switched into common Stealth Rock setters, such as Rhydon and Steelix, and then use Toxic or Rapid Spin against them as they are forced out by the threat of Close Combat. Should the opponent switch into a Ghost-type Pokemon, use Foresight to either hit it with a STAB attack or clear entry hazards against it the next turn. Keep an eye on Hitmontop's HP because it needs to be as healthy as possible so it can spin hazards away. Although Hitmontop can switch into Knock Off from Incineroar, Passimian, and Sneasel, this play is risky because Hitmontop will lose Leftovers, its only source of recovery. Status ailments heavily wear down Hitmontop, so try to avoid them if you can, although Rotom will often burn Hitmontop when it uses Rapid Spin. Finally, be cautious about repeatedly using Close Combat. Continuous use of Close Combat causes Hitmontop's defenses to lower more and more, making it easier to KO after every use.

Team Options
========


Hitmontop fits on stall teams that need a reliable answer to Incineroar and Stealth Rock users such as Rhydon and Steelix. Hitmontop has no form of recovery outside of its Leftovers, so Wish passers such as Vaporeon, Mega Audino, and Delphox are mandatory to keep it healthy. On that note, Vaporeon and Mega Audino can also carry Heal Bell so that Hitmontop can recover from Toxic poison or burn. Poison-types such as Garbodor and Vileplume make great teammates to absorb the Toxic Spikes Hitmontop loathes. Hitmontop is vulnerable to Psychic-types, so partners that can deal with them such as Incineroar, Guzzlord, and Scrafty are also appreciated. Pokemon like Cryogonal and Mega Abomasnow are also needed to check the Flying-type Pokemon that prey on Hitmontop. Fairy-type Pokemon are also an issue for Hitmontop, so partners like Steelix, Vileplume, and Delphox help check these Pokemon. Pokemon such as Slowbro, Delphox, and Palossand appreciate Hitmontop's ability to deal with Dark-type Pokemon. Pokemon that appreciate entry hazard control such as Incineroar, Xatu, or and Cryogonal love that Hitmontop can Hitmontop's ability to clear hazards, as well as its great matchup against Stealth Rock setters such as Rhydon and Steelix. Spikes setters like Garbodor and Ferroseed appreciate the fact that Hitmontop does not remove their own Spikes when it clears entry hazards.


[STRATEGY COMMENTS]
Other Options
=============


An offensive Hitmontop set could theoretically work thanks to Hitmontop's access to priority moves such as Mach Punch and Sucker Punch. However, offensive Hitmontop is outclassed by Passimian and Medicham thanks to their much better Attack and Speed stats. Earthquake lets Hitmontop hit Garbodor harder than it would with Close Combat so that Garbodor doesn't set up Toxic Spikes in front of it, and it also has the nice bonus of hitting Diancie. However, the utility of Foresight or Protect is preferred.

Checks and Counters
===================


**Psychic-type Pokemon**: Psychic-type Pokemon such as Slowbro, Xatu, and Slowking resist Close Combat and threaten Hitmontop with powerful STAB moves. Xatu and Sigilyph are effectively immune to Toxic, meaning that they completely wall Hitmontop.

**Flying-type Pokemon**: Flying-type Pokemon are some of the biggest thorns in Hitmontop's side. Golbat is the most notable check because it is immune to Toxic and retaliates with Brave Bird. Vivillon can put Hitmontop to sleep with Sleep Powder and then can set up with Quiver Dance against it. While Braviary is not a direct switch-in to Close Combat, it does reliably KO Hitmontop with Brave Bird and can stall Close Combat out with Substitute.

**Fairy-type Pokemon**: Fairy-types such as Comfey and Whimsicott resist Close Combat and threaten Hitmontop with powerful STAB attacks. Diancie and Mega Audino don't resist Close Combat, but they still threaten it with Moonblast and Dazzling Gleam, respectively, and can shrug off Toxic with Heal Bell.

**Poison-type Pokemon**: Pokemon such as Vileplume, Garbodor, and Golbat resist Hitmontop's Fighting STAB attacks and are immune to Toxic, which gives Hitmontop more trouble because it cannot do much damage to them.

**Residual Damage**: Hitmontop lacks reliable recovery, so Toxic poison and burns mean it gets worn wear it down incredibly quickly. Hitmontop also hates Toxic Spikes from Garbodor, as it has to switch in in order to remove them, leaving it poisoned.

[CREDITS]
- Written by: [[JustoonSmitts, 239732]]
- Quality checked by: [[Rabia, 336073], [Eternally, 295647], [quziel, 297859]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [A Cake Wearing A Hat, 388157]]

GP 2/2
 

JustoonSmitts

I draw stuff for a living
is a Top Artistis a Contributor to Smogon
add remove comments
[OVERVIEW]

Hitmontop offers a very niche combination of Rapid Spin and Foresight to clear entry hazards against Ghost-type Pokemon and is a reliable check to Dark-type Pokemon such as Incineroar and Sneasel. Outside of this niche, however, other hazard removers and Fighting-type Pokemon offer much more utility or power. Hitmontop's exploitable weaknesses, lack of reliable recovery, and only good bulk mean that it gets worn down incredibly quickly without Wish support, leaving it (remove doublespace)very easily taken advantage of. It also relies on only Fighting-type STAB attacks and Toxic for damage, so it is easily walled by Fighting-resistant and Poison-immune Pokemon such as Vileplume, Garbodor, and Golbat. This means that Hitmontop only finds a secure niche on stall teams that need a decent Incineroar check and entry hazard control.

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight / Protect
move 3: Close Combat / Low Kick
move 4: Toxic
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 252 Def / 4 SpD


[SET COMMENTS]
Moves
========


Rapid Spin allows Hitmontop to clear entry hazards such as Stealth Rock and Spikes for its teammates. Foresight lets Hitmontop clear entry hazards on Ghost-type Pokemon such as Palossand, Decidueye, and Rotom. It also allows Hitmontop to hit them with Close Combat. Protect is a great move for scouting Choice-locked sets, racking up Toxic damage, and getting extra recovery with Leftovers. Close Combat is a decently powerful STAB attack that prevents Hitmontop from being setup bait, and it also threatens common Stealth Rock setters such as Rhydon and Steelix. Low Kick is an alternate move that doesn't drop Hitmontop's defenses, but it doesn't hit Diancie as hard. Toxic puts bulky Fighting-resistant or -immune Pokemon like Slowbro, Slowking, and Palossand on a timer.

Set Details
========


Maximum HP and Defense EVs with an Impish nature allow Hitmontop to be as physically bulky as possible so it can pivot into Pokemon like Incineroar, Sneasel, and Rhydon. Intimidate further bolsters Hitmontop's physical bulk and can aid teammates in setting up. Leftovers is Hitmontop's only form of recovery.

Usage Tips
========


Hitmontop can be switched into common Stealth Rock setters, such as Rhydon and Steelix, and then use Toxic or Rapid Spin against them as they are forced out by the threat of Close Combat. Should the opponent switch into a Ghost-type Pokemon, use Foresight to either hit it with a STAB attack or clear entry hazards against it the next turn. Keep an eye on Hitmontop's HP because it needs to be as healthy as possible so it can spin hazards away. Although Hitmontop can switch into Knock Off from Incineroar, Passimian, and Sneasel, this play is risky because Hitmontop will lose Leftovers, its only source of recovery. Status ailments heavily wear down Hitmontop, so try to avoid them if you can, although Rotom will often burn Hitmontop when it uses Rapid Spin. Finally, be cautious about repeatedly using Close Combat. Continuous use of Close Combat causes Hitmontop's defenses to lower more and more, making it easier to KO after every use.

Team Options
========


Hitmontop fits on stall teams that need a reliable answer to Incineroar and Stealth Rock users such as Rhydon and Steelix. Hitmontop has no form of recovery outside of its Leftovers, so Wish passers such as Vaporeon, Mega Audino, and Delphox are mandatory to keep it healthy. On that note, Vaporeon and Mega Audino can also carry Heal Bell so that Hitmontop can recover from Toxic poison or burn. Poison-types such as Garbodor and Vileplume make great teammates to absorb the Toxic Spikes Hitmontop loathes. Hitmontop is vulnerable to Psychic-types, so partners that can deal with them such as Incineroar, Guzzlord, and Scrafty are also appreciated. Pokemon like Cryogonal and Mega Abomasnow are also needed to check the Flying-type Pokemon that prey on Hitmontop. Fairy-type Pokemon are an issue for Hitmontop, so partners like Steelix, Vileplume, and Delphox help check these Pokemon. Pokemon such as Slowbro, Delphox, and Palossand appreciate Hitmontop's ability to deal with Dark-type Pokemon. Pokemon that appreciate entry hazard control such as Incineroar, Xatu, and Cryogonal love Hitmontop's ability to clear hazards, as well as its great matchup against Stealth Rock setters such as Rhydon and Steelix. Spikes setters like Garbodor and Ferroseed appreciate the fact that Hitmontop does not remove their own Spikes when it clears entry hazards.


[STRATEGY COMMENTS]
Other Options
=============


An offensive Hitmontop set could theoretically work thanks to Hitmontop's access to priority moves such as Mach Punch and Sucker Punch. However, offensive Hitmontop is outclassed by Passimian and Medicham thanks to their much better Attack and Speed stats. Earthquake lets Hitmontop hit Garbodor harder than it would with Close Combat so that Garbodor doesn't set up Toxic Spikes in front of it, and it also has the nice bonus of hitting Diancie. However, the utility of Foresight or Protect is preferred.

Checks and Counters
===================


**Psychic-type Pokemon**: Psychic-type Pokemon such as Slowbro, Xatu, and Slowking resist Close Combat and threaten Hitmontop with powerful STAB moves. Xatu and Sigilyph are effectively immune to Toxic, meaning that they completely wall Hitmontop.

**Flying-type Pokemon**: Flying-type Pokemon are some of the biggest thorns in Hitmontop's side. Golbat is the most notable check because it is immune to Toxic and retaliates with Brave Bird. Vivillon can put Hitmontop to sleep with Sleep Powder and then can set up with Quiver Dance against it. While Braviary is not a direct switch-in to Close Combat, it does reliably KO Hitmontop with Brave Bird and can stall Close Combat out with Substitute.

**Fairy-type Pokemon**: Fairy-types such as Comfey and Whimsicott resist Close Combat and threaten Hitmontop with powerful STAB attacks. Diancie and Mega Audino don't resist Close Combat, but they still threaten it with Moonblast and Dazzling Gleam, respectively, and can shrug off Toxic with Heal Bell.

**Poison-type Pokemon**: Pokemon such as Vileplume, Garbodor, and Golbat resist Hitmontop's Fighting STAB attacks and are immune to Toxic, which gives Hitmontop more trouble because it cannot do much damage to them.

**Residual Damage**: Hitmontop lacks reliable recovery, so Toxic poison and burns mean it gets worn wear it down incredibly quickly. Hitmontop also hates Toxic Spikes from Garbodor, as it has to switch in in order to remove them, leaving it poisoned.

[CREDITS]
- Written by: [[JustoonSmitts, 239732]]
- Quality checked by: [[Rabia, 336073], [Eternally, 295647], [quziel, 297859]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [A Cake Wearing A Hat, 388157]]

GP 2/2
Thank you, A Cake Wearing A Hat! We're all done!

Thank you everyone that helped with this. :)
 
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