Competitive Information for Hitmontop [Gold/Silver]

Competitive Pokemon Gold/Silver Movesets and Strategies for Hitmontop hitmontop
Base Stats for Hitmontop

Fighting

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 Gold/Silver 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 Gold/Silver generation metagame.


Hitmontop is a phenomenal Fighting-typed Pokemon. It's not-uncommon to find yourself dealing with Hitmontop when battling in the 2nd generation meta. There were no known abilities back in the Gold/Silver Pokemon games. Hitmontop's only type-related weaknesses are Flying and Psychic.


Species: Hitmontop
Item: Life Orb
Moveset:
- High Jump Kick / Mach Punch
- Return / Strength
- Dig / Mud-Slap
- Detect

Physical Sweeper Hitmontop (Retro)

Hitmontop is a pretty decent Physical Sweeper. This moveset is designed to take down the opponent's team with brute physical power. Keep in mind back before Generation IV, a move's damage category was determined by its type.

High Jump Kick is a physical STAB-boosted 85-base power Fighting-type move (if miss, Hitmontop takes 1/8 damage it would've dealt).
Mach Punch is a physical STAB-boosted priority-increased 40-base power Fighting-type move (usually goes first).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Strength is a physical 80-base power Normal-type move that deals a good amount of damage.
Dig is a physical 60-base power Ground-type move (digs underground turn 1, strikes turn 2).
Mud-Slap is a physical 20-base power Ground-type move (100% chance to lower the target's accuracy by 1 stage).
Detect is a status move (prevents moves from affecting your Hitmontop this turn).



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
Pursuit
40
100%
20
Power doubles if the foe is switching out.
Thief
40
100%
10
If the user has no item, it steals the target's.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Dig
60
100%
10
Digs underground turn 1, strikes turn 2.
Dizzy Punch
70
100%
10
20% chance to confuse the target.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch the target.
High Jump Kick
85
90%
20
If miss, user takes 1/8 damage it would've dealt.
Mach Punch
40
100%
30
Usually goes first.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Quick Attack
40
100%
30
Usually goes first.
Rage
20
100%
20
Next Rage increases in damage if hit during use.
Rapid Spin
20
100%
40
Frees user from hazards, binding, Leech Seed.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
20
100%
15
50% chance to lower the target's Defense by 1.
Rolling Kick
60
85%
15
30% chance to flinch the target.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Strength
80
100%
15
No additional effect.
Swift
60
--
20
This move does not check accuracy.
Tackle
35
95%
35
No additional effect.
Triple Kick
10
90%
10
Hits 1-3 times. Power rises with each hit.
Agility
--
--
30
Raises the user's Speed by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
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 1.
Mind Reader
--
--
5
The next move will not miss the target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
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 Gold/Silver. 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 GS 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 Gold/Silver moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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