What is a good moveset for Hitmontop?
If you have a good competitive moveset for Hitmontop,post an answer below and upvote the best ones. Movesets for its pre-evolutions, if any, can also be shared on this thread.
Be sure to includefull set details in your post, e.g. items, abilities, natures and EVs. Some detail, including the intended game mode for your set, is also appreciated.Access the full list of guidelines here.
Hitmontop Pokédex and learnsetfor reference.
Pleaselog inorregisterto add a comment.
Hitmontop (M) @ Assault VestAbility: TechnicianEVs: 248 HP / 252 Atk / 8 SpDAdamant Nature- Triple Axel- Mach Punch- Close Combat- Rapid Spin
Technician Triple Axel is pretty neat. It can do up to 180 base power worth of damage. Mach Punch is STAB Technician boosted priority. Close Combat is strong STAB. Rapid Spin is to blow away hazards.
Most people use Technician on Hitmontop, but Intimidate is the better of the Abilities if you are running a Rapid Spinner on it, which got it to the #1 used UU Pokemon in PO. Here is a Rapid Spinner variant of Hitmontop, who is better than Technitop:
Hitmontop@ LeftoversAbility: IntimidateEVs: 252 HP / 232 Def / 26 SpDImpish Nature- Rapid Spin- Toxic- Close Combat / Hi Jump Kick- Stone Edge
Intimidate ruins Physical Sweepers like Heracross and Flygon by lowering their Attack stat, combined with its EV Spread to Wall them really well. Rapid Spin is there for obvious reasons, to spin away Hazards. Toxic ruins Walls and crippled Physical Sweepers, which works well with Hitmontop. Close Combat and Hi Jump Kick are chosen STAB, it is preferred that you run Hi Jump Kick so you don’t ruin your Defenses, which Close Combat does. Stone Edge is nice Coverage overall, although Sucker Punch is nice to cause serious damage to Ghost Types, who ruins Hitmontop.
-Mike
Hitmontop @ Iron BallAbility: IntimidateEVs: 252 HP / 252 Atk / 4 DefBrave Nature- Gyro Ball- Revenge- Fling- Mach Punch / Stone Edge / Rapid Spin
Gyro Ball gets a crazy power with Iron Ball, hindering nature, max outed attack and 0 speed IVs. Revenge will always get 120 base power with Iron Ball and gains STAB too. Fling will throw the Iron Ball to the oponent dealing a massive 130 base power damage. Good for Psychic-types. Mach Punch gains STAB and is a good move because is a priority move, so no matter his speed. Stone Edge can take Flying-types. Rapid Spin can be used if in you team doesn’t have a rapid spinner.
Hitmontop @ Life OrbAbility: TechnicianEVs: 4 HP / 252 Atk / 252 SpeJolly Nature- Fake Out- Mach Punch- Triple Axel- Bullet Punch / Rapid Spin
Everything in this set gets technician boosts. Fake Out for some free damage, Mach Punch is priority STAB, Triple Axel is absolutely BUSTED with technician at170 power.You can choose between Bullet Punch for priority that covers fairy, or Rapid Spin for getting rid of hazards and boosting speed.
Hitmontop(M) @ Life OrbAbility:TechnicianEVs:252 HP / 252 Atk / 4 SpeJolly Nature- Rapid Spin / Aerial Ace- Bullet Punch- Mach Punch- Bulldoze / Aerial Ace
This is a Technician set with two priority moves. Mach Punch deliversa blow on the opponent with: (Life Orb + Technician + 252 Atk EV’s +Decent Attack). Rapid Spin is optional since many people have RapidSpinners already.
This is the Hitmontop I use in Black 2.
Hitmontop @ Rocky HelmetAbility: TechnicianEVs: 252 Atk / 128 Def / 128 SpDImpish Nature- Mach Punch- Aerial Ace- Fake Out- Hi Jump Kick
I use him as an “Anti-Attacker” of sorts: A Pokemon that can take a decent amount of damage and also hits fairly hard. Use Fake Out to measure the Defense of the opponent, followed by Mach Punch if it’s a fast but fragile Pokemon or Hi Jump Kick if it’s slower but more defensive. This strategy is useful for nullifying Focus Sash/Sturdy as well.
EDIT: The weakness to this set is Ghost types, which most Hitmontops have trouble with anyways.
I would go for this:
Hitmontop @ LeftoversAbility: TechnicianEVs: 252 Atk / 80 Def / 176 SpDImpish Nature- Triple Kick- Bullet Punch- Sucker Punch- Stone Edge
Triple Kick gets powered up by its ability and is STABBullet Punch and Sucker Punch is for priority and to cover some weaknessesStone Edge is to cover Flying types
Critmontop
Hitmontop @ Life OrbAbility: TechnicianEVs: 252 HP / 252 Atk / 4 DefAdamant Nature- Focus Energy- Drill Run- Stone Edge- Mach Punch
After Focus Energy, Stone Edge and Drill Run willALWAYSscore a critical hit. That’s insane. The opponent’s defense buffs are rendered useless and the attacks, which already have a decently high BP, are boosted to 1.5x. Technician Mach Punch can finish them off, most of the time. If you want a more long-term attacker, run Intimidate and Close Combat over Technician and Mach Punch.
This one’s rather interesting
Role: Bulky physical sweeper
Hitmontop @ Assault Vest / Choice Band / Life Orb / LeftoversAbility: TechnicianEVs: 252 HP / 252 Atk / 4 Spe or 252 Atk / 252 Def / 4 SpeAdamant Nature- Mach Punch- Bullet Punch- Fake Out / Quick Attack- Sucker Punch
mach punch: Stab and priority
Bullet punch: Coverage and priority
Fake out/ quick attack: Fake out flinch’s opponent and gives priority but first turn only. Quick attack is just priority
Sucker Punch: Priority if opponent plans an attacking move (coverage)__
So here we have a moveset that’s all about priority. I thought it would be rather interesting, and thanks to technician, your weak priority moves are powered up.
Hitmontop @ LeftoversAbility: IntimidateEVs: 252 HP / 252 Atk / 6 SpDAdamant Nature- Rapid Spin- High Jump Kick- Stone Edge- Sucker Punch
Hitmontop works well as a bulky attacker. It might not have the highest stats, but Intimidate makes it a useful switch-in for physical moves like Stone Edge, and offensively, 95 base Attack goes a long way thanks to High Jump Kick’s extremely high base power. It’s blessed by having Sucker Punch in its movepool; Psychic and Ghost-Types that could otherwise give it trouble are outsped and hit hard by it. And since it’s a priority move stronger than Mach Punch (since this set lacks Technician) it also helps finishing off weakened Pokemon. While Rapid Spin and High Jump Kick’s nasty Side-effect make this set very vulnerable to Ghost-Type switch-ins, don’t underestimate how much damage Stone Edge will do. Many Ghost-types lack good physical bulk and Stone Edge can do over 50% damage to them, putting them in range of a follow-up Stone Edge or Sucker Punch; just be wary of Will-o-Wisp when you attack them. Leftovers is this set’s only way to recover HP, which makes it important for Hitmontop’s longevity. Most other items also wouldn’t really by useful.
Close Combat will compromise Hitmontop’s good bulk, and that can force you to switch out when you otherwise would not have a reason to. It’s not much of a problem for fully offensive Pokes, but it is for Hitmontop since it’s slow and again, uses its bulk to be effective. HJK can be used as much as you want with minimal downsides provided your opponent doesn’t have a way to cheese your attack. Hitmontop needs to be as effective as possible, first and foremost, against Ghost-Types in order to win against them. Even if you do use Close Combat, letting your foe switch a Ghost-Type in for free is an unforgivable loss. Defensive sets lack the means to handle ghost types without the use of the move Foresight, which is otherwise a useless move and a wasted moveslot. I don’t believe Hitmontop should be using fully defensive sets in the Sun and Moon Era.
Bulky Support
Hitmontop@ LeftoversAbility: IntimidateEVs: 252 HP / 4 Def / 252 SpDImpish Nature- Fake Out- Helping Hand- Coaching- Mach Punch
Intimidate lowers both opponent’s attack, fake out flinches them, helping hand helps your teammate, coaching gives your teammate an attack and defense boost, and Mach Punch is priority STAB
Doubles Hitmontop
Hitmontop @ Eject Button
EVs: 252 HP/132 Atk/76 Def/44 SpD/4 SpeedAdamant Nature
Wide GuardFake OutClose CombatFeint
Priority abuser withTECHNICIAN?!Gotta make a set for this.
Hitmontop @ Expert BeltAbility: TechnicianTera Type: Fighting / Dark / PsychicEVs: 252 HP / 252 Atk / 4 SpDAdamant Nature- Bullet Punch / Earthquake / Rock Slide- Fake Out- Mach Punch / Bullet Punch- Sucker Punch / Triple Axel
Fake Out breaks Sashes and is boosted by Technician. Mach Punch and Bullet Punch are boosted by Technician and is a nice priority move. Bullet Punch is also coverage against Fairies. Sucker Punch is coverage is you Tera Psychic. Triple Axel is nice coverage but is pretty risky since all hits can miss. Earthquake is coverage, but Rock Slide can be used too.