Hitmontop, The Handstand Pokémon. It spins on its head at high speed, all the while delivering kicks. This technique is a remarkable mix of both offense and defense at the same time. It travels faster spinning than it does walking. Its technique of kicking while spinning is a remarkable mix of both offense and defense. It launches kicks while spinning. If it spins at high speed, it may bore its way into the ground. If you become enchanted by its smooth, elegant, dance-like kicks, you may get drilled hard.
A Good Moveset for Hitmontop would have to be this:
Brick Break/Triple Kick
Strategy Using Hitmontop
Hitmontop is the most defensive of the Hitmons, possessing an above average defence stat and very above average Special Defence stat. Its main fault is a lack of HP and inability to cause much damage in an OU environment with the likes of Skarmory and Weezing running around. Hitmontop is blessed with a few useful things however, one of those being the ability to Spin, another is the ability to strike first (with Mach Punch) and another is being able to break Subs (Triple Kick).
The choice between Brick Break and Triple Kick depends on whether you are bothered about the likes of Tyraniboah and Sub-punchers. With or without Triple Kick Hitmontop makes a proficient Boah counter (switching in as it Subs will allow Intimidate to hit and take down Boah's attack stat and TBolt won't get passed Hitmontop's Special Defense) but Triple Kick allows it to KO Boah immediately. The downside of using Triple Kick is the fact that it's a terribly weak move and will leave Hitmontop unable to deal much damage when it doesn't get a super effective hit. Spin allows Hitmontop to rid your team of spikes while Rest allows it to recover HP and works rather effectively with the aid of a cleric.
In the final slot Hitmontop has many options but all of them are filler. Counter can work to some degree but isn't hugely effective with Hitmontop's poor HP stat, Hidden Power Ghost can take out Ghost and Psychic types, Bug can take out Psychic types and Celebi and Rock can take out flyers. Earthquake deals good damage to Metagross and is your most powerful move when using Triple Kick while Mach Punch can take out Reversalers as well as injured opponents.
EVs: 252 HP / 96 Atk / 94 Def / 68 SDef
Hitmontop can achieve a rather respectable 300 Special Defence stat with ease and has a passable 250 Attack stat to deal damage with. Hitmontop will need Max HP for the maximum Leftover recover as well as the ability to take multiple Seismic Tosses. Some EVs could/should be diverted to speed for outrunning a handful of Pokémon but there isn't much that Hitmontop needs to outrun since all it can outrun are Tanks and it won't be doing much to them.
Other Optional Sets:
Hitmontop @ Choice Band
Choice-Top, does reasonably but the other Hitmons do it so much better. Mach Punch with the aid of Choice Band and Max attack can deal so pretty good damage against several Pokémon, Earthquake is a generally good move, Rock Slide or Hidden power will take out some pacific Pokémon who are likely switch ins on Hitmontop and your fighting attack is a Choice of Sub-Countering, Accuracy or Power.
Hitmontop @ Liechi Berry
Agility up and then sweep. Substitute could be used to block status attacks and guarantee activation of the Liechi Berry while the other moves allow for type coverage.
Hitmontop @ Salac Berry
A similar set to above except you use Bulk Up to up your stats and then sweep when the Salac activates. You've got Substitute once more for a guarantied activation (and it's advised since you won't be touching anything without that speed boost) and once more, excess moves for type coverage. The EVs allow Hitmontop to outrun Pokémon from the base 120 Speed category (Alakazam, Dugtrio and Sceptile) after Salac activation, meaning that Hitmontop will be able to strike first against most Pokémon.
Strategy Against Hitmontop
Hitmontop is a surprisingly durable Pokémon, so don't expect an OHKO with a STABed Psychic. Unfortunately, Hitmontop's durability doesn't make up for it's pathetic offence. Most things that won't take a super effective hit will beat an un-boosted Hitmontop one on one but the majority of Hitmontops should have move sets designed to support the team and cover weaknesses rather than dish out damage. For the most part, anything with some hit taking ability and a super effective attack can take out Hitmontop. It can't touch the common physical walls either so they'd be counted as counters as well, although for the most part Hitmontop would have support to take them out.
A good Contest Moveset for Hitmontop would have to be this for the Tough Contest best with Impish, Lax, Relaxed or Bold Nature:
Strategy Using Hitmontop
If you do the attacks in this following order you should have very few problems; 1st - Bulk up, 2nd - Brick break, 3rd - Bulk up, 4th - Brick break, 5th - Earthquake/Seismic toss
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