Hitmontop

[Overview]
<p> Hitmontop's main role in the previous generation was as a bulky UU Rapid Spinner, but his proficiency as a revenge killer with Technician and access to multiple priority moves gives him the unique ability to wipe out many threats currently running rampant in the B/W standard metagame. He is certainly the best of the Hitmons, in defensive and quite often in offensive terms. While still better used in UU, Hitmontop should not be overlooked or underestimated. </p>

[SET]
name: Hitmontop's Revenge
move 1: Fake Out
move 2: Mach Punch
move 3: Hi Jump Kick / Close Combat
move 4: Sucker Punch / Stone Edge
ability: Technician
nature: Adamant
item: Life Orb
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]
<p> Hitmontop's revenge killing prowess is undeniable with this set. With a combination of Fake Out and Mach Punch he can KO Doryuzu, one of the most threatening sweepers in the B/W metagame. Sucker Punch works wonderfully against Latios, easily KOing after a Fake Out. Further threats such as Starmie and Blaziken are handily dealth with, while bulkier Pokemon like Nattorei and Roobushin get hammered with a Hi Jump Kick (or if Hi Jump Kick's slightly shaky accuracy troubles you, Close Combat). Dream World's most annoying threat, Shadow Tag Shandera eats a Sucker Punch, and so do those Gengar and Espeon who don't run Substitute. Stone Edge is an option over Sucker Punch for Flying types, although hitting Latios is generally more appealing. The biggest issue with this set is common Pokemon such as Gliscor and Burungeru walling it easily (Burungeru being capable of avoiding a Sucker Punch KO via Recover), and stall oriented teams in general wearing it down with Life Orb and other forms of residual damage. Nevertheless, Hitmontop's potential at wrecking hyper-offensive teams should not be underestimated. </p>

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Foresight
move 3: Hi Jump Kick / Close Combat
move 4: Sucker Punch / Stone Edge / Rest
ability: Intimidate
nature: Impish
item: Leftovers
evs: 252 HP / 4 Atk / 252 Def

[SET COMMENTS]
<p> The DPP UU classic returns, and remains playable in OU. While one of Hitmtontop's major concerns on the previous set was being walled by Burungeru, this problem is solved by Foresight. Despite the fact that you'll likely be statused, you can still pull off a Rapid Spin, and if you like, Rest off the status and any damage you take. Nattorei is dealt with via your Fighting STAB, and his entry hazards can be spun away. Hi Jump Kick is generally the better option here with a new and improved base 130 power, although Close Combat is still a viable choice. The fourth slot has some variability. Rest is likely the best option on a stall-oriented team, especially one with Heal Bell/Aromatherapy support. Sucker Punch hits pesky Ghosts and Psychics and Stone Edge is primarily for Gyarados and Salamence who might switch in. In UU of course the primarily concern of this set would be Spiritomb and not Burungeru. </p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Hi Jump Kick / Close Combat
move 3: Mach Punch
move 4: Sucker Punch / Stone Edge
ability: Technician
nature: Adamant
item: Life Orb / Leftovers
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]
<p> It's truly unfortunate that Hitmontop doesn't get access to the new and improved Drain Punch (for the purposes of a Mini Roobushin set). Nevertheless, his potential sweeping capabilities with Bulk Up are very real. Playing similarly to the revenge killer set in some respects, it has the ability to lay on the hurt via priority and Technician. However, rather than wiping out the opponent in a swift 1-2 combo, this Hitmontop prefers to force a switch to grab a Bulk Up boost. In this situation, you can OHKO Latios with Sucker Punch and put quite the bad touch on Heatran with Mach Punch. Burungeru will now fear Sucker Punch, and a number of other flimsy or super effectively-hit threats will be kept at bay. Doryuzu won't much like you either, especially if he's partnered with Tyranitar. Gliscor poses less of a threat to this set, but he can Taunt and Toxic stall you. Stone Edge is still viable for hitting Flying types, but as with all sets, it takes a back seat. Leftovers is an option for added bulk, although the increased power of Life Orb is generally preferred. </p>

[ADDITIONAL COMMENTS]
<p> In DPP Hitmontop was a staple of the UU tier and always playable in OU. It appears that this trend will repeat in B/W as his playability in OU is quite apparent, especially in dealing with the omnipresent threats Doryuzu and Latios. In the coming B/W UU tier he'll surely gain a niche as a spinner and revenge killer. </p>

[Team Options]
<p> Generally Hitmontop should be paired with a hard-hitting Psychic resist in OU to fend off the increasingly popular 252 HP/252 Def Rankurusu. Scizor in particular is a solid Rankurusu counter. Entry hazards are always appreciated to increase the chances of KOs through Hitmontop's priority moves. Skarmory is an especially good candidate for being able to set up multiple layers and effectively use Whirlwind. Gliscor must be taken into consideration, as he generally walls all of your sets. Bulky waters such as Suicune and Burungeru (who could lend a helping hand with spin blocking) have little trouble with Gliscor. Outside of OU, he should generally be paired with a good special sponge capable of taking on the likes of Substitute Mismagius, as well as counters to common Poison types and other fighting resists. Houndoom does especially well at absorbing Will-O-Wisps aimed at Hitmontop and putting holes in the enemy's team with a Flash Fire boost, while he appreciates spin support for Hitmontop. </p>

[Optional Changes]
<p> As previously discussed, using Stone Edge over Sucker Punch or Close Combat over Hi Jump Kick are viable options, but generally inferior ones. Low Kick is also an option, but Hi Jump Kick sports the gargantuan base power. Bullet Punch is an option for additional priority on the revenge killer set, but it lacks STAB and super effective coverage. </p>

[Counters]
<p> Rankurusu is likely Hitmontop's primary OU counter. It threatens him with STAB Psychic type moves and sets up with Calm Mind, and its physical bulk and access to Recover generally make Sucker Punching it a feeble gesture. Powerful special attackers without weaknesses to Hitmontop's most commonly used moves are always a safe bet, such as Salamence with Draco Meteor (watch out for Stone Edge, of course). Various bulky Pokemon have little to no problem with Hitmontop, including Gliscor, Hippowdon and Zapdos. Stalling out the Life Orb variant can be quite easy, especially with weather and entry hazards racking up residual damage. </p>

[Dream World]
<p> Quite unfortunately, all Hitmontop gains through Dream World is Steadfast. All in all the two abilities Hitmontop already had access to are vastly superior. </p>
 
I didn't notice that, but I think my analysis is considerably better.

For instance, "Nattorei can also stop Hitmontop cold." Doesn't mention Hi Jump Kick at all.
 
actually, Hi Jump Kick is on the other set. I don't think it's very good on Hitmontop because he lures out ghost types. But if you have comments, you should leave them on the original thread.
Our threads are quite similar, so there's really not much to make it that much better.
 

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