PokéBase - Pokémon Q&A
4 votes

Mine has the ability Technician. It knows:

Triple Kick: Power raised by Technichian, improving power for each hit. STAB.

Detect: Protects Hitmontop from attacks.

Dig: Great move for this guy. I love this move on Hitmontop. Good power, high accuracy, used to dodge attacks.

Rollout: With Technician, ends up having amazing power. Used to deal with Flying types.

Hitmontop Learnset

edited by
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

15 Answers

4 votes

I would not recommend dig even though it works well with him. Mainly because the oh so common Earthquake does double damage when you are underground. I would say teach him earthquake, but I know you have a limited supply. So your choice.

Detect is good for not only protecting yourself, but scouting out what kind of moveset your opponent has.

I only put dig because he said he was running out of earthquake tms
3 votes

Gen V

Adamant Nature and Technician as the ability

Triple Kick OR Low Sweep (Both are STAB, Triple Kick increases power every time and works wonders with Technician, Low Sweep is a STAB Bulldoze)

Bulldoze (90 base power with technician, nice accuracy, slows down enemies)


Rollout (technician and coverage)

2 votes

Gen V

Hitmontop (M) @ Focus Sash

Trait: Technician

EVs: 252 Atk / 128 Def / 128 SDef

Careful Nature (+SDef, -SAtk)

  • Bulk Up
  • Pursuit
  • Rapid Spin
  • Low Sweep
1 vote

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@ Leftovers

Trait: Intimidate

EVs: 252 HP, 232 Defense, 26 Sp. Defense

Impish Nature:(-Sp. Attack, +Defense)

  • 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.


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0 votes

well i say make him a phisical sweeper and handle both of his weaknesses so you want to use this set Roll out for fliying types sucker punch for phychic types triple kick (STAB) and close combat (STAB) ev it in 252 atk 252 defense and and 8 spd tecnician and leftovers.hope this helps

You get 510 total Evs not 514...
0 votes

Hitmontop: Male
Careful Nature
Item:Zoom Lens
Teach him:
Close Combat
Aerial Ace

0 votes

Hitmontop (M) @Life Orb
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Trait: Technician
EV's: 252 HP / 252 Atk / 4 Spe
Nature: Jolly (+Spe -SpA)
~Rapid Spin/Ariel Ace
~Bullet Punch
~Mach Punch
~Bulldoze/Ariel 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.

edited by
0 votes

Hitmontop @ Iron Ball
Ability: Intimidate│Nature: Brave (+Atk -Spd)
EVs: 252 HP / 252 Atk / 4 Def
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 with 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.

0 votes

This is the Hitmontop I use in Black 2.
Impish Nature, Technician, Split EVs for the Defenses and 252 for Attack.
Item: I like Rocky Helmet, but there's probably something better.
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.

edited by
0 votes

I would go for this:

[email protected]
Ev: 252Atk/80Def/176Sp.Def
-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

0 votes


Item: Assault Vest
Ability: Technician
EVs: Atk 252 / Def 252

Mach Punch
Bullet Punch
Rapid Spin

Assault Vest + Defence EVs allows it to take hits pretty well
Technician boosts Mach Punch and Bullet Punch
Rapid Spin is boosted slightly by it's ability and clears entry hazards
Bulldoze gets boosted by Technician and lowers speed every time, as well as giving good coverage

edited by
0 votes


Hitmontop @ Life Orb
Ability: Technician
Adamant Nature
252 HP / 252 Atk / 4 Def
-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.

0 votes

This one's rather interesting

Role: Bulky physical sweeper

Ability: Technician

EVs: 252atk, 252hp/def, 4speed

Nature: Adamant

Item: Assault Vest, choice Band, Life orb, leftovers


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.

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

Adamant Nature. Ability: Intimidate
EVs: 252 HP, 252 Atk, 6 Sp. Def
Item: leftovers

  • 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.

0 votes

Our Hitmontop must hit, of course.
Hitmontop with a Wild Lens will make it's Triple Kick have 99% Accuracy. Rollout will have 100%
Technician ability
Both move from above have there power multitipled by 1.5:
Triple Kick:
Turn 1: 15
Turn 2: 30
Turn 3: 45
Total damage: 90
Rollout is said to double damage, (if I'm wrong comment me)
Turn 1: 45
Turn 2: 90
Turn 3: 180
Turn 4: 360
Turn 5: 720
Fake Out and Mach Punch will both having 60 damage, and Fake Out making the opponent flicnh on the first turn and Mach Punch if you're on a low HP and slower then the opponent.
252+ Attack
248 HP
8 Sp. Defense
-Sp. Attack
(Adamant Nature: +Attack, -Sp. Attack

Stats at lvl 100:
HP: 303
Attack: 317
Defense: 226
Sp. Attack: 95
Sp. Defense: 258
Speed: 176