Competitive Information for Hitmontop [Sword/Shield]

Competitive Pokemon Sword/Shield 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.
,
SteadfastSteadfast: If this Pokemon flinches, its Speed is raised 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
Fairy
Fighting
Fire
Flying
Ghost
0.5x
0.5x
  
  
2x
  
  
2x
  
Grass
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 Sword/Shield 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 Sword/Shield generation metagame.


Common single-battle team mates for Hitmontop in Pokemon Sword/Shield:

TogekissDragapultExcadrillIncineroarJellicentGyaradosRotom-WashRaichuCharizardVenusaur


Hitmontop is a spectacular Fighting-typed Pokemon. Hitmontop is a common Pokemon to see in Generation 8. Hitmontop is weak to Fairy, Flying, and Psychic-typed attacks.


Species: Hitmontop
Item: Eject Button / Figy Berry
Ability: Intimidate
Nature: Careful (+SpD, -SpA)
EVs: 252 Hp / 4 Atk / 148 Def / 100 SpD / 4 Spe
Moveset:
- Close Combat
- Sucker Punch
- Fake Out
- Helping Hand

Double Wall Hitmontop (Popular/Trending)

Hitmontop is a pretty decent Double Wall. It was designed to have enough defenses and bulk to take both physical and special hits. 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).
Sucker Punch is a physical priority-increased 70-base power Dark-type move (usually goes first. fails if target is not attacking).
Fake Out is a physical priority-increased 40-base power Normal-type move (hits first. first turn out only. 100% flinch chance).
Helping Hand is a status move (one adjacent ally's move power is 1.5x this turn).




Species: Hitmontop
Item: Life Orb / White Herb
Ability: Steadfast
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Close Combat / High Jump Kick
- Earthquake / Drill Run
- Body Slam
- Sucker Punch

Physical Sweeper Hitmontop (Steadfast)

Hitmontop is an astounding Physical Sweeper. It is meant 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 Steadfast, if Hitmontop flinches its speed is raised 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).
High Jump Kick is a physical STAB-boosted 130-base power Fighting-type move (Hitmontop is hurt by 50% of its max hp if it misses).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Drill Run is a physical 80-base power Ground-type move (high critical hit ratio).
Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).
Sucker Punch is a physical priority-increased 70-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 attempts to take a hefty 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 Sword/Shield 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 Sword/Shield generation metagame.


Common double-battle team mates for Hitmontop in Pokemon Sword/Shield:

ExcadrillVaporeonHattereneObstagoonRotom-FanGrimmsnarlRibombeeCrawdauntDracozoltWhimsicottTyranitarGyarados


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

Doubles Physical Sweeper Hitmontop (Steadfast)

Hitmontop is a spectacular Physical Sweeper. It's purpose 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 Steadfast, if Hitmontop flinches its speed is raised 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).
High Jump Kick is a physical STAB-boosted 130-base power Fighting-type move (Hitmontop is hurt by 50% of its max hp if it misses).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Bulldoze is a physical 60-base power Ground-type move (100% chance lower adjacent pkmn speed by 1 stage).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Brutal Swing is a physical 60-base power Dark-type move (no additional effect. hits adjacent pokemon).



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
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Vacuum Wave
40
100%
30
Usually goes first.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Brutal Swing
60
100%
20
No additional effect. Hits adjacent Pokemon.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
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.
Drill Run
80
95%
10
High critical hit ratio.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage 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
30
100%
10
Nullifies Detect, Protect, and Quick/Wide Guard.
Gyro Ball
--
100%
5
More power the slower the user than the target.
High Jump Kick
130
90%
10
User is hurt by 50% of its max HP if it misses.
Low Kick
--
100%
20
More power the heavier the target.
Low Sweep
65
100%
20
100% chance to lower the target's Speed by 1.
Mach Punch
40
100%
30
Usually goes first.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Quick Attack
40
100%
30
Usually goes first.
Rapid Spin
50
100%
40
Free user from hazards/bind/Leech Seed; +1 Spe.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
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).
Stone Edge
100
80%
5
High critical hit ratio.
Sucker Punch
70
100%
5
Usually goes first. Fails if target is not attacking.
Tackle
40
100%
35
No additional effect.
Thief
60
100%
25
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.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Mind Reader
--
--
5
User's next move will not miss the target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Quick Guard
--
--
15
Protects allies from priority attacks this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
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.
Wide Guard
--
--
10
Protects allies from multi-target moves this turn.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Hitmontop can perform in Sword/Shield. 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 SS 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 Sword/Shield moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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