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4 votes
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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 include full 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 learnset for reference.

Sprite

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Go Hitmontop!
Item: Metronome
Hitmontop (M) @ Leftovers
Trait: Technician
EVs: 252 Atk / 80 Def / 176 SDef
Impish Nature (+Def, -SAtk)
- Bulk Up
- Triple Kick
- Bullet Punch
- Fake Out

13 Answers

3 votes

Hitmontop (M) @ Assault Vest
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant 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.

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2 votes

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

Hitmontop@ Leftovers
Ability: Intimidate
EVs: 252 HP / 232 Def / 26 SpD
Impish 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

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1 vote

Hitmontop @ Iron Ball
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Brave 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.

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1 vote

Hitmontop
Hitmontop @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly 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 at 170 power. You can choose between Bullet Punch for priority that covers fairy, or Rapid Spin for getting rid of hazards and boosting speed.

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you got this from my answer didn't you lol. the triple axel part
mAbYe.
0 votes

Hitmontop
Hitmontop (M) @ Life Orb
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Jolly Nature
- Rapid Spin / Aerial Ace
- Bullet Punch
- Mach Punch
- Bulldoze / Aerial Ace

This is a Technician set with two priority moves. Mach Punch delivers
a blow on the opponent with: (Life Orb + Technician + 252 Atk EV's +
Decent Attack). Rapid Spin is optional since many people have Rapid
Spinners already.

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0 votes

This is the Hitmontop I use in Black 2.

Hitmontop @ Rocky Helmet
Ability: Technician
EVs: 252 Atk / 128 Def / 128 SpD
Impish 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.

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0 votes

I would go for this:

Hitmontop @ Leftovers
Ability: Technician
EVs: 252 Atk / 80 Def / 176 SpD
Impish Nature
- Triple Kick
- Bullet Punch
- Sucker Punch
- Stone Edge

Triple Kick gets powered up by its ability and is STAB
Bullet Punch and Sucker Punch is for priority and to cover some weaknesses
Stone Edge is to cover Flying types

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0 votes

Critmontop

Hitmontop @ Life Orb
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Focus Energy
- Drill Run
- Stone Edge
- Mach Punch

After Focus Energy, Stone Edge and Drill Run will ALWAYS score 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.

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0 votes

This one's rather interesting


Role: Bulky physical sweeper

Hitmontop @ Assault Vest / Choice Band / Life Orb / Leftovers
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe or 252 Atk / 252 Def / 4 Spe
Adamant 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.

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One thing I forgot to mention is that this set is also real good at revenge killing.
0 votes


Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Atk / 6 SpD
Adamant 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.

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0 votes

Bulky Support

Hitmontop
Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 SpD
Impish 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

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0 votes

Doubles Hitmontop

Hitmontop @ Eject Button

EVs: 252 HP/132 Atk/76 Def/44 SpD/4 Speed
Adamant Nature

Wide Guard
Fake Out
Close Combat
Feint

Alright, so this is the set that Wolfe Glick used to win VGC 2016 Masters Division. Eject Button allows you to pivot. Wide Guard protects you from the rage of the primals, Xerneas, and Salamence. Close Combat is STAB. Feint breaks Protect, allowing an ally to attack if you predict well.

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0 votes

Priority abuser with TECHNICIAN?! Gotta make a set for this.

Hitmontop @ Expert Belt
Ability: Technician
Tera Type: Fighting / Dark / Psychic
EVs: 252 HP / 252 Atk / 4 SpD
Adamant 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.

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