Hitmontop, The Handstand Pokémon. It fights while spinning like a top. The centrifugal force boosts its destructive power by ten. If you are enchanted by its smooth, dance-like kicks, you may get a closer experience with one than you'd like. It launches kicks while spinning. If it spins at high speed, it may bore its way into the ground. Its technique of kicking while spinning is a remarkable mix of both offense and defense. Hitmontop travel faster spinning than they do walking.
The great dreidel of doom strikes again as Hitmontop spins into view. More used than its brethren, Hitmontop is a good Pokemon that sits happily in the UU tier. Although not the most powerful physical hitter, Hitmontop works extremely well as either a defensive wall or a Technician attacker. Not only does Hitmontop have a very good choice in abilities, it also has good stats (excusing its HP). Though the most appealing quality Hitmontop has is having Rapid Spin, which is the main reason most people use it. It can even break through spinblocking Ghosts as it has Foresight (but only if you want to). But here is not where Hitmontop's qualities end. Hitmontop is actually one of the best Pokemon in Double Battles, especially in VGC where in VGC 2010 it was one of the most used Pokemon, and it still has quite a bit of thunder. So despite its silly looks and constantly spinning on its head, Hitmontop is actually one of the better Pokemon in either UU or OU, and especially in a Doubles format.
Intimidate: Lowers opponent's Attack by one stage upon Hitmontop switching in, very good for a defensive Hitmontop set, as it allows it easy switch ins on any physical attacker (well, most), and allows it to Rapid Spin, pick off something, or whatnot.
Spin it to Win it
This is the primary Hitmontop set you will see, as it is probably the most useful one. Rapid Spin is what defines the set, allowing you to remove hazards from your side of the field. Close Combat is powerful STAB that allows Hitmontop to hit certain threats and works as a general all-purpose need to hit something move. The drops are even offset partially by Intimidate, so you don't have to worry as much about the risk of using it. The choice between Sucker Punch and Stone Edge is that Sucker Punch takes care of weakened opponents and provides priority to your team, while Stone Edge is good for hitting Ghosts such as Chandelure and Froslass and Flyings like Tornadus-I and Zapdos. The last moveslot is also dependent on what you want, as Toxic allows you to deal with bulkier Pokemon, while Foresight is an excellent option for ensuring you can spin away hazards. Intimidate as mentioned earlier allows for safer switch ins on physical attackers, while the EVs ensure survivability, although Hitmontop still has to be wary of special attackers.
Technically Punching With Your Feet
This is the other use for Hitmontop as a more offensive Pokemon, which it does relatively well. Fake Out is great for residual damage and checking whether your opponent planned to stay in or not with no risk to Hitmontop (other than possibly a Flame Body burn or something). Mach Punch is good priority STAB and helps pick off weakened opponents or frailer Dark types like Sharpedo. Close Combat or Triple Kick provide solid STAB, with Triple Kick avoiding the Defense drops and getting past Substitutes, but sacrificing power and accuracy. The Sucker Punch and Stone Edge choice is the same as with the last set, so look up there for that description if you need it.
Double & Triple Battle Options
For this week, this is coming before Other Options because it's actually getting it's own set. Hitmontop is one of the more useful Pokemon to have in Doubles battles, as said in the overview. Both of its abilities are extremely useful in the tier, and a movepool for it to boot. It has great typing for this format and should be considered as a viable member of any team, and also as a very potent threat.
As the Hitmontop Turns
This set functions almost like a combination of the two singles sets. Fake Out is useful for provoking Protects or breaking the ever common Focus Sashes. Mach Punch is usable without Technician if you use the Fighting Gem, as it provides useful priority, while Close Combat provides stronger STAB but with the drawback of the defense drops. Sucker Punch is used to help deal with strong Psychic types (such as Latios) without having to get smashed by them first. The last slot is open to what you want to do, either Detect as security, or Wide Guard to help support the team by blocking moves such as Earthquake and Heat Wave. Fighting Gem should be used if you decide to run Mach Punch, but Sitrus Berry can help increase the time Hitmontop stays around. Intimidate is a very useful ability as it can cause attack drops to both Pokemon out on the field, helping Hitmontop fulfill its role as a support Pokemon better.
Aerial Ace, Agility, Bulk Up, Earthquake, Hi Jump Kick, Low Sweep, Pursuit, Rest, Rock Slide, Substitute, Work Up
Anything that can consistently beat Ghost types are good to pair with Hitmontop, as is anything that can deal with things like Tornadus-I. Hazard weak Pokemon work well with Rapid Spin Hitmontop, as Hitmontop can deal with sweeping away Stealth Rock or Spikes.
Most of Hitmontop's counters are situational, depending on the set you're using. Chandelure, Cofagrigus, and Sableye all shut down the Rapid Spin Hitmontop, with Chandelure able to deal with non Sucker Punch sets, and Cofagrigus and Sableye either setting up on it or shutting it down entirely with something like Will-o-Wisp. Mew is a good counter as it doesn't take too much damage from any of the attacks and KO it in return. Anything that runs Toxic can steadily wear down Hitmontop as Leftovers is its only form of recovery on most sets. Strong Special Attackers like Zapdos and Tornadus-I can take care of Hitmontop, though both have to be wary of Toxic and Stone Edge. Just be wary of the set of Hitmontop and use certain counters or checks accordingly, as some depend a lot on which set it is running.
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