Hitmontop (QC 0/3)

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[OVERVIEW]

  • Hitmontop distinguishes itself from other spinners such as Hitmonlee and Cryogonal because of its bulk and ability, Intimidate.
  • Hitmontop is pretty bulky because of its 50/95/110 defenses and Intimidate, which means it can remove entry hazards pretty reliably at least once a match. Its decent Fighting defensive typing also allows it to check a few threats such as Sneasel, Piloswine, and Barbaracle.
  • Hitmontop's bulk means that it can Rapid Spin hazards away usually several times in a match.
  • Hitmontop is rather one-dimensional and poses little threat at team matchup because of its low offensive stats, vulnerability to Ghost-types, and its easily walled offensive typing.
  • Golbat gives Hitmontop some serious competition as a hazard remover because it's bulkier and has more resistances. Particularly, its access to Roost means it can consistently remove hazards throughout a match, while Hitmontop has to deal with the unreliable Leftovers, which is prone to being Knocked Off by Sneasel.
  • Its lack of reliable recovery hinders its ability as an entry hazard remover because of its tendency to switch into Toxic Spikes, Spikes, and Stealth Rock.
  • Hitmontop is outclassed as an offensive spinner by Hitmonlee because of its much higher offensive stats and better offensive abilities.
  • Hitmontop struggles with common Psychic-, Ghost, and Flying-types such as Sigilyph, Meloetta, and Mismagius.
  • Close Combat's Defense and Special Defense drops leave it vulnerable to revenge killing.
[SET]
name: Defensive Spinner
move 1: Rapid Spin
move 2: Close Combat
move 3: Toxic
move 4: Foresight
item: Leftovers
ability: Intimidate
nature: Impish
evs: 252 HP / 252 Def / 4 SpD

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

  • Rapid Spin is what gives Hitmontop its niche, allowing it to be an effective hazard remover in tandem with Foresight.
  • Close Combat is a consistent STAB move that OHKOes Sneasel and 2HKOes Barbaracle.
  • Toxic allows Hitmontop to cripple Pokemon such as Slowbro and Mismagius on the switch.
  • Foresight allows Hitmontop to use Rapid Spin on Ghost-types such as Mismagius.

Set Details
========

  • Max HP and Defense, with an Impish nature, allows Hitmontop to best check Sneasel and Barbaracle.
  • Intimidate makes Hitmontop substantially bulkier on the physical side by lowing the foe's Attack stat by one stage.
  • Leftovers is the only recovery Hitmontop gets and is needed to consistently switch into the attackers it walls and spins on.

Usage Tips
========

  • Hitmontop should be switched directly into popular Pokemon such as Sneasel and should start removing entry hazards.
  • Hitmontop is extremely easy to wall offensively because of how weak it is and common Fighting-type resistances, so Toxic should be used on the switch against Pokemon such as Slowbro and Uxie.
  • Hitmontop is easily spinblocked by the likes of Mismagius, so if you have a lot of hazards on the field and they have a Mismagius alive you should use Foresight on the switch, because they can Taunt to block Foresight.

Team Options
========

  • Psychic-types such as Sigilyph and Uxie pair well with Hitmontop because Hitmontop can check Dark-types such as Absol while they check Poison-types such as Vileplume and Garbodor. In particular, Xatu bounces back Spikes from the likes of Garbodor and Sleep Powder from Vileplume. Delphox also appreciates Hitmontop's Rock resistance and ability to spin away hazards.
  • Pokemon that particularly appreciate Rapid Spin support, like Charizard and Scyther, also appreciate Hitmontop's spinning abilities.
  • Hitmontop appreciates Steel-types because they check Fairy and Poison-types such as Aromatisse and Vileplume.

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

  • An offensive set with Technician can be used to take advantage of Mach Punch, but it's totally outclassed by Hitmonlee because Hitmonlee hits way harder and is faster.
  • Rocky Helmet can get additional damage on physical attackers.

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

**Ghost-types**: Ghost-types such as Mismagius and Rotom are some of Hitmontop's hardest counters because they're immune to both Rapid Spin and Close Combat. Mismagius can Taunt Hitmontop to prevent its Foresight or Toxic and proceed to set up Nasty Plot to start breaking holes in Hitmontop's team. Rotom can't setup but it can Will-O-Wisp Hitmontop to reduce its offensive presence and then hit it extremely hard with Hex, but it can't prevent Toxic or Foresight like Mismagius can. Both of these Pokemon do dislike Toxic on the switch.

**Psychic-types**: Psychic-types are some of the biggest threats to Hitmontop. Meloetta doesn't like Close Combat on the switch but significantly damages, if not OHKOes, Hitmontop with Psychic. Sigilyph switches into Hitmontop basically for free because it's immune to Toxic damage and 4x resists Close Combat, and from there it can dent Hitmontop's team with a Life Orb Psychic. Delphox is weak to Stealth Rock and dislikes constant switch-ins but can use Calm Mind on the turn Hitmontop switches out, or it can just dent Hitmontop with Psyshock.

**Walls**: Hitmontop's subpar damage output and the amount of Pokemon that resist Fighting means it's walled really easily. Xatu takes practically nothing from Close Combat, bounces back Toxic, and heavily damages Hitmontop with Psychic or gains momentum on it with U-turn. Vileplume punishes Rapid Spin with Effect Spore and easily beats Hitmontop 1v1. Garbodor is immune to Toxic, punishes Rapid Spin with Rocky Helmet, and uses Hitmontop as Spikes fodder, although Hitmontop can just spin them away. Slowbro isn't the best switch-in to Hitmontop because it dislikes Toxic, but takes practically nothing from Close Combat and can proceed to dent Hitmontop with Psyshock.
 
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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
Overview:
  • Replace AlolaSlash with Cryogonal, then specify that it differentiates itself with it's physical bulk
  • Remove Alolaslash completely, add something else like Piloswine or DD Scrafty

OO:
  • Hitmontop doesn't learn U-Turn
  • Maybe add Rocky Helmet here
C&C:
  • Instead of the Walls section just split it up into Poison-types and Fairy-types

1/3
 
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