Hitmontop, the Handstand Pokémon. It launches kicks while spinning. If it spins at high speed, it may bore its way into the ground. After doing a handstand to throw off the opponent's timing, it presents its fancy kick moves. It fights while spinning like a top. The centrifugal force boosts its destructive power by a factor of 10.
Overview
The most balanced of the Hitmon Pokémon, Hitmontop has maintained is position as one of the best of its kin. Possessing two fantastic abilities in Intimidate and Technician give Hitmontop the balance it is famous for, allowing it to play offense or defense with ease. While a Fighting type’s offensive coverage is normally very good, Hitmontop kicks it up a notch, having several potent priority options in STAB Technician Mach Punch, Sucker Punch and Fake Out. Additionally, Hitmontop was fortunate to be gifted Triple Axle in the Isle of Armor giving it an amazing coverage option that pairs well with Fighting.
However all is not good for our handstanding friend. Its good defenses are belied by its below average HP, and complete lack of reliable recovery. And while Hitmontop’s coverage is fantastic, Base 95 Attack is not world shaking, so Sturdy Physical walls prove problematic. With many stronger Fighting types like Conkeldurr, Buzzwole, and Machamp fullfulling a bulky fighting type niche while Defensive sets are often competing with Defoggers for utility who boast not being wrecked by non Stealth Rock entry hazards and have Roost for longevity.
Positives
Fantastic ability in Technician synergizes well with the many priority attacks and Rapid Spin Hitmontop has, allowing it to hit harder than expected.
Intimidate also has fantastic utility making Hitmontop and its team much bulkier on the physical side on the switch. Coupled with its good Defense and Special Defense, Hitmontop can take a hit or two before going down.
Great physical coverage including STAB Close Combat, Triple Axel, Stone Edge, Earthquake, Sucker Punch, etc.
Negatives
Lack of reliable recovery hurts a lot, preventing Hitmontop from switching in repeatedly and making the most of Intimidate and Rapid Spin and exasperating Hitmontop’s poor HP.
While Base 95 Attack is useable, it is not especially impressive and leaves Hitmontop prone to be walled without setup.
Outclassed in its roles by many other Pokémon.
Movesets
Take a Spin with Me
-Rapid Spin
-Close Combat
-Triple Axle
-Mach Punch
Ability:Intimidate
Item: Leftovers
EVs and Nature:
252 HP / 4 Atk / 252 SDef
Impish Nature
Hitmontop can serve as an excellent Rapid Spinner, thanks to its ability to resist Stealth Rock and counters the primarily Rock and Steel type setters of the moves that Defoggers otherwise struggle against. Rapid Spin also gives Hitmontop a speed buff, potentially giving it a jump on checks that switch in. Close Combat is necessary for beating down targets like Copperajah and Rhyperior to prevent them from re-establishing Entry Hazards while Triple Axle punishes potential Flying type switch-ins attempting to counter Hitmontop. Mach Punch rounds out the set, enabling Hitmontop to pick off weakened targets and wrack up chip damage before going down.
DYNAMAX:
While STAB Max Knuckle makes Hitmontop an attractive Dynamax option, its poor coverage and reliance on switching in and out to make the most of Intimidate make it a niche Dynamax in most situations.
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EVs and Items:
Max HP and Special Defense to give Hitmontop as much longevity as possible, with Intimidate and the Nature patching up Hitmontop’s Physical Defense. Leftovers is mandatory -Hitmontop has no other reliable healing and needs that to recover from Entry Hazard damage plus whatever the opponent throws Hitmontop’s way.
Partners:
Jirachi makes a fantastic partner to Hitmontop, able to pivot into any of Hitmontop’s weaknesses, providing Wish to improve Hitmontop’s longevity and able to get Hitmontop in safely with U-Turn. Other wish users like Umbreon, Vaporeon, and Latias provide a similar niche, though don’t have as synergistic typing with Hitmontop.
Flying type attackers like Aerodactyl, Talonflame, Noivern and Togekiss love Hitmontop for its ability to remove both Stealth Rocks and their setters, freeing up the need to Defog, run Heavy Duty boots and/or stack weaknesses. Since Stealth Rock setters are often checks or counters to these Pokémon, Hitmontop’s ability to remove them is invaluable and they in turn and safely pivot into Hitmontop with U-Turn.
Other Options:
Endeavor -take advantage of Rapid Spin’s Speed Boost and when Hitmontop is low on HP, have it cripple the opposing Pokémon, making it easy pickings.
Bulk Up -Patches up Hitmontop’s unimpressive attack and makes it very resistant to physical attacks.
Low Sweep/Bulldoze -if running a Technician set, these give Hitmontop potent speed control options while still causing decent damage.
Bullet Punch -while much weaker than Mach Punch, can hit otherwise immune Ghost types.
Doubles and VGC Options
As one of the few Pokémon to be on a winning VGC World Championships team, Hitmontop has a lot going for it. Intimidate is fantastic in doubles, and Hitmontop’s double’s support movepool is especially potent with options like Helping Hand, Fake Out, Feint, Wide Guard, Quick Guard and Coaching all giving Depth to Hitmontop’s gameplay. However, Hitmontop has been supplanted by Incineroar for good reason. As an Intimidator, Incineroar is far superior, being able to naturally pivot and reduce Special Attack on its own. Additionally, legendary formats are just utterly stuffed with Flying, Psychic and Fairy types that Hitmontop struggles to face while Incineroar comfortably faces the strongest Pokémon in the format Zacian Crowned Sword. Hitmontop does still have a few tricks that Incineroar doesn’t, including being a viable check to Incineroar itself.
Top Champion
-Fake Out
-Close Combat
-Wide Guard
-Helping Hand
Ability:Intimidate
Item: Eject Button
EVs and Nature:
252 HP / 228 Def / 28 SDef
Impish Nature
Support Hitmontop makes a return to the doubles stage. Fake Out provides excellent disruption, preventing vital setup, like Screens, Trick Room, and Tailwind, while Close Combat provides a strong coverage option against popular Fighting Weak targets like Incineroar, Dialga, Umbreon, Ferrothorn, etc. Wide Guard is an boon, blocking many spread moves, including Glacial Lance, Precipice Blades, Origin Pulse, Snarl, Electroweb, Icy Wind, Rock Slide, etc. Wide Guard alone can render opposing Pokémon useless. Helping Hand rounds out the set, enabling Hitmontop’s partner to spam its own powerful spread moves, reaching KOs that would otherwise be out of reach. Eject Button gives Hitmontop a nice self-pivot -enabling it to reset Fake Out and Intimidate without losing momentum.
Other Options:
Feint -great for picking off stragglers hanging on by a thread and prevents Pokémon from stalling out Weather and Trick Room with Protect.
Eject Pack -gives Hitmontop more control over its own switching -able to self switch after Close Combat. Conversely, get an early advantage against an opening Incineroar, dropping its Attack with Intimidate and then Immediately switching out to a fresh Pokémon that doesn’t have its Attack dropped, thanks to Hitmontop’s higher Base Speed.
Sucker Punch -punishes Lunala and Calyrex Shadow Rider incredibly hard.
Partners with Spread moves love Hitmontop’s Helping Hand, enabling them to get the most bang for their buck. Kyogre and Volcarona stand out especially, with their lower Defense loving the Attack Drop from Intimidate as well as Hitmontop blocking opposing Snarls, Electrowebs, Precipice Blades, etc. with Wide Guard.
Countering Hitmontop
Burning Hitmontop goes a long way in defanging its threat, as it sabotages Hitmontop’s two of greatest assets, its power and its bulk. Both Levitating Weezing Variants can pull this off easily while taking pittance from any of Hitmontop’s moves. Dusclops and Dusknoir only fear Throat Chop and Sucker Punch but easily tank and Burn Hitmontop.
Other dedicated walls with high defense can stop any Hitmontop offense while able to wear it down in turn. Skarmory stands out especially. While it hates Hitmontop spinning away its Spikes, it can tank any attack thrown and its own Spikes do appreciable damage in tearing Hitmontop apart.
Tapu Lele is another fantastic check to Hitmontop, able to easily outspeed and OHKO it while blocking Hitmontop’s priority with Psychic Terrain. Other faster attackers can revenge KO Hitmontop, but must be wary of its plethora of priority moves.
The biggest issue is stopping Hitmontop from performing its duties, but due to the number of attacks and entry hazards it is called to handle, Hitmontop is prone to being worn down from repeated assaults and will fall sooner rather than later.
Locations in Games
Red/Blue/Yellow:
Not in game
Gold/Silver/Crystal:
Evolve Tyrogue
Ruby/Sapphire/Emerald:
Trade from FireRed/LeafGreen
FireRed/LeafGreen:
Evolve Tyrogue
Colosseum/XD:
Snagged from Cipher Peon Skrub in Agate Bridge
Diamond/Pearl/Platinum:
Evolve Tyrogue
HeartGold/SoulSilver:
Evolve Tyrogue
Black/White:
Evolve Tyrogue
Black 2/White 2:
Trade from Black/White
X/Y:
Evolve Tyrogue
Omega Ruby/Alpha Sapphire:
Evolve Tyrogue
Sun/Moon:
Transfer from Generation VI
Ultra Sun/Ultra Moon:
Transfer from Generation VI
Let's Go, Pikachu!/Let's Go, Eevee!:
Not in game
Sword/Shield:
Lake of Outrage
Max Raid Battles: Rolling Fields, South Lake Miloch, Stony Wilderness, Frostpoint Field, Giant's Bed, Snowslide Slope, Frigid Sea, Ballimere Lake
Brilliant Diamond/Shining Pearl:
Evolve Tyrogue
Legends: Arceus:
Not in game
Anime Appearences