Competitive Information for Hitmontop [Diamond/Pearl]

Competitive Pokemon Diamond/Pearl Movesets and Strategies for Hitmontop hitmontop
Base Stats for Hitmontop

Fighting

Abilities:
IntimidateIntimidate: On switch-in, this Pokemon lowers the Attack of adjacent opponents by 1 stage.
,
TechnicianTechnician: This Pokemon's moves of 60 power or less have 1.5x power. Includes Struggle.

Weakness Chart for Fighting-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
0.5x
0.5x
  
  
  
  
2x
  
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
2x
0.5x
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for HitmontopVisit Serebii's Pokedex for location, breeding, and other game details about HitmontopVisit Bulbapedia for more information about HitmontopVisit Pikalytics for competitive usage stats on Hitmontop

Movesets for Singles


What is a good competitive moveset for Hitmontop? These builds have been optimized for Pokemon competing in Diamond/Pearl Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Diamond/Pearl generation metagame.


Common team mates for Hitmontop in Pokemon Diamond/Pearl:

GengarClefableEmpoleonGyaradosZapdosGliscorDragoniteUmbreonSceptileAzumarillRapidashRegice


Hitmontop is an extraordinary Fighting-typed Pokemon. It's a pretty standard sight to see Hitmontop out in the 4th generation battlefield. Hitmontop's only type-related weaknesses are Flying and Psychic.


Species: Hitmontop
Item: Leftovers
Ability: Intimidate
Nature: Impish (+Def, -SpA)
EVs: 252 Hp / 252 Def / 4 SpD
Moveset:
- Close Combat / Low Kick
- Stone Edge
- Mach Punch
- Rapid Spin / Foresight

Physical Wall Hitmontop (Analytic)

Hitmontop is a phenomenal Physical Wall. It is designed to take a hefty amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Hitmontop last longer regaining it's HP every turn. With Intimidate, on switch-in Hitmontop lowers the attack of adjacent opponents by 1 stage.

Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Hitmontop's defense and special defense by 1 stage).
Low Kick is a physical STAB-boosted 0-base power Fighting-type move (more power the heavier the target).
Stone Edge is a physical 100-base power Rock-type move (high critical hit ratio).
Mach Punch is a physical STAB-boosted priority-increased 40-base power Fighting-type move (usually goes first).
Rapid Spin is a physical 20-base power Normal-type move (frees Hitmontop from hazards, binding, leech seed).
Foresight is a status move (fighting, normal hit ghost. evasiveness ignored).




Species: Hitmontop
Item: Life Orb / White Herb
Ability: Technician
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Close Combat / High Jump Kick
- Double-Edge / Return
- Earthquake
- Sucker Punch

Physical Sweeper Hitmontop (Technician)

Hitmontop is a wonderful Physical Sweeper. This moveset attempts to take down the opponent's team with brute physical power. Life Orb boosts the power of Hitmontop's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Technician, Hitmontop's moves of 60 power or less have 1.5x power. includes struggle.

Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Hitmontop's defense and special defense by 1 stage).
High Jump Kick is a physical STAB-boosted 100-base power Fighting-type move (if miss, Hitmontop takes 1/2 damage it would've dealt).
Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Sucker Punch is a physical priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).




Species: Hitmontop
Item: Focus Sash
Ability: Technician
Nature: Naughty (+Atk, -SpD)
EVs: 4 Hp / 252 Atk / 252 Def
Moveset:
- Bullet Punch
- Vacuum Wave
- Endeavor
- Quick Attack

Hitmontop Physical Tank (Fears)

Hitmontop is an outstanding Physical Tank. It's meant to take a great amount of physical hits while dealing some decent damage. Focus Sash helps protect Hitmontop from being one-shotted and allowing it to atleast use a crucial move when brought out. With Technician, Hitmontop's moves of 60 power or less have 1.5x power. includes struggle.

Bullet Punch is a physical priority-increased 40-base power Steel-type move (usually goes first).
Vacuum Wave is a special STAB-boosted priority-increased 40-base power Fighting-type move (usually goes first).
Endeavor is a physical 0-base power Normal-type move (lowers the target's hp to your Hitmontop's hp).
Quick Attack is a physical priority-increased 40-base power Normal-type move (usually goes first).



Movesets for Doubles


What is a good doubles moveset for Hitmontop? These builds have been optimized for Diamond/Pearl Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Diamond/Pearl generation metagame.


Common team mates for Hitmontop in Pokemon Diamond/Pearl:

GengarClefableEmpoleonGyaradosZapdosGliscorDragoniteUmbreonSceptileAzumarillRapidashRegice


Species: Hitmontop
Item: Life Orb / White Herb
Ability: Technician
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Close Combat / High Jump Kick
- Earthquake
- Rock Slide
- Double-Edge

Doubles Physical Sweeper Hitmontop (Technician)

Hitmontop is an awesome Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Life Orb boosts the power of Hitmontop's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Technician, Hitmontop's moves of 60 power or less have 1.5x power. includes struggle.

Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Hitmontop's defense and special defense by 1 stage).
High Jump Kick is a physical STAB-boosted 100-base power Fighting-type move (if miss, Hitmontop takes 1/2 damage it would've dealt).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon. power doubles on dig).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).



Movepool


Wondering what moves can Hitmontop learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Twister
40
100%
20
20% chance to flinch the foe(s).
Uproar
50
100%
10
Lasts 3-6 turns. Active Pokemon cannot sleep.
Vacuum Wave
40
100%
30
Usually goes first.
Aerial Ace
60
--
20
This move does not check accuracy.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, even if the target is immune.
Bullet Punch
40
100%
30
Usually goes first.
Close Combat
120
100%
5
Lowers the user's Defense and Sp. Def by 1.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 1/3 recoil.
Earthquake
100
100%
10
Hits adjacent Pokemon. Power doubles on Dig.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fake Out
40
100%
10
Hits first. First turn out only. 100% flinch chance.
Feint
50
100%
10
Breaks protection. Fails if target is not protecting.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Headbutt
70
100%
15
30% chance to flinch the target.
High Jump Kick
100
90%
20
If miss, user takes 1/2 damage it would've dealt.
Low Kick
--
100%
20
More power the heavier the target.
Mach Punch
40
100%
30
Usually goes first.
Mega Kick
120
75%
5
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Pursuit
40
100%
20
Power doubles if a foe is switching out.
Quick Attack
40
100%
30
Usually goes first.
Rapid Spin
20
100%
40
Frees user from hazards, binding, Leech Seed.
Return
--
100%
20
Max 102 power at maximum Happiness.
Revenge
60
100%
10
Power doubles if user is damaged by the target.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rolling Kick
60
85%
15
30% chance to flinch the target.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Stone Edge
100
80%
5
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Sucker Punch
80
100%
5
Usually goes first. Fails if target is not attacking.
Tackle
35
95%
35
No additional effect.
Thief
40
100%
10
If the user has no item, it steals the target's.
Triple Kick
10
90%
10
Hits 3 times. Each hit can miss, but power rises.
Agility
--
--
30
Raises the user's Speed by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Foresight
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Mimic
--
--
10
The last move the target used replaces this one.
Mind Reader
--
--
5
User's next move will not miss the target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Toxic
--
85%
10
Badly poisons the target.

Combo List


These are a list of several common move combinations Hitmontop can perform in Diamond/Pearl. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive DP Move and Ability Combos for Hitmontop

Create a build


Have an idea in mind for Hitmontop that you'd like to test? Customize the IVs, EVs and their Diamond/Pearl moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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