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Bruce Lee
Here's my mini Bruce Lee...
Hitmontop! I was thinking about it, then they do it on Serebii. That's a sign. I don't care for their sets. Sooo... [email protected] Orb Nature:Adamant/Impish Bulk Up Rapid Spin EQ Close Combat/Hi Jump Kick EV: 252 ATK/148 DEF/104 HP |
[email protected] Orb
Nature:Adamant/Impish Bulk Up Rapid Spin EQ Close Combat/Hi Jump Kick EV: 252 ATK/148 SP DEF/104 HP I still say Special Defense first and go with Intimidate. That way you can switch it in, lower their attack, and Bulk up. Plus it helps to absorb hits from Special attackers. |
Um, If you want Hitmontop to have any kind of survivability, you're going to want max HP...or a lot at least. 50 base HP won't be protecting you from anything, even with a BU or 2 under your belt.
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I don't like Rapid Spin on a Bulk Up set.. and Hitmontop doesn't strike me as a pokemon who uses Bulk Up well. Hi Jump Kick is totally owned by Protect users and if it misses against Blissey, he's done for, lol. Close Combat is the obvious choice here, but it doesn't work well with Bulk Up, so that's the issue. Rapid Spin takes a slot, which is bad considering he's wasting turns to Bulk Up and then being walled by too many pokemon because of not enough coverage. Stone Edge is good for flying types / levitators. Mach Punch could be cool if you don't like the CC defence drop.
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Regardless, He wasn't really an outright wall. I suppose I can take some ATK out for HP.
I suppose I can do without RS. |
Wait, I don't see leftovers..... Why not?
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Random trivia; Hitmonlee was nmed after bruce lee, hitmonchan after jackie chan, and hitmontop after a child's toy. It goes to show which ones are meant to be taken seriously lol
Back on topic, leftovers over life orb. You're gonna be taking damage for opponents while you switch in and bulk up, and rapid spin isnt worth taking recoil over. You could go Shell Bell (My new favorite item :)) if you dont mind waiting for the healing. 'Top is a bulky fighter, he needs to keep his HP up. |
Technician BU Mach Punch hurts, as Syaoran suggested. Really, you will beat up on Tyranitar especially with this set (Hitmontop also resists both of TTar's STAB moves.) and beat up all else that resists it.
EQ is really redundant here, unless you fear electrics for some reason, and Rapid Spin doesn't really fit in a BU set, not to mention Hitmontop is a terrible spinner anyways. You'll probably want Rock Slide or Stone Edge over Earthquake and Rapid Spin...I have some ideas :) Substitute stops status inducers, especially sleepers and burners, dead in their tracks. Pursuit is cool too, and with Technician it has power weven if the foe doesn't switch. Honestly, I'm not too familiar with its movepool, so that's all I really have lol I wouldn't bother with SDef on this thing, its base is pretty darn high and it needs EVs in other places. I'd run max HP and then put the rest in Atk and Def to your liking. You can throw in some Spd and SDef if you want, depending on what you fear and/or what you want to kill/accomplish with hitmontop. |
[email protected]
Trait : Intimidate 252 HP / 72 Def / 184 Spe. Impish Nature ~ Rapid Spin ~ Close Combat ~ Toxic ~ Stone Edge / Aerial Ace. Toxic deals with ghosts such as Dusknoir, Spiritomb and to a lesser extent Mismagius who will come in blocking your spinning. Close Combat, for stab. Stone Edge prevents Gyarados and Salamence from getting a free switch in. Bear in mind this is a decent switch into heracross as close combat will fail to 2hko it due to its sturdiness(Only scarfed variants) , that is why Aerial Ace is there. Stone Edge is the superior choice as it covers more, but Aerial Ace is worth considering and might be a wise choice if you are throwing Toxic around, although it won't OHKO unless Heracross has previous used Close Combat thus cutting its defenses. This set doesnt do too well againt gengar, so something with pursuit for instance could be useful to support this set. Stone Edge will still dent gengar though From my experience, Hitmontop is a decent spinner, it has good resistances and very sturdy. |
Hitmontop is never a good switch in on Heracross.. Stone Edge is definitely the better choice. Hitmontop shouldn't stay when a Gengar appears. Also Mismagius will probably set up a Substitute and block your Toxic. Pursuit solves these problems, to an extent.
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it's a decent spinner because of its typing and psuedo-bulk, but it's pretty one dimensional in that respect. if you give it rapid spin, you really limit it from doing other things.
also, i prefer Technician on it rather Intimidate. mach punch and aerial ace really come in handy. pursuit gets a power boost as well, which definitely comes in handy against blissey and friends. |
I always run Toxic on my Hitmontop sets other than CB.
Intimidate is the much better ability imo. Ehh... The EVs and moveset aren't feeling it. |
Hitmontop @ Leftovers
148 ATK, 252 HP, 110 DEF Technician / Impish BU Mach Punch Aerial Ace Rapid Spin My set. |
I didn't mean to let this thread drop.
Well, I do agree with flamehaze on Toxic, but I have bad luck with that move. I alway sseem to launch it at the worst times. So I'll run Pursuit over it for the time being. As for Intimidate over Technican, well, it's whatever hatches out with better IV's, since I lack patience. |
Triple Kick is able to almost do as much as Close Combat with Technician, and without the unwelcome defense drop.
~T_S |
Ok,, is it STAB, then Tehnichan, or STAB & Technican?
Like, is it 2x 10, making 20, which now has a power of 60? Or is it .5x 10, making 15, then .5x 15, making 22, which now has the power of 66? Either I'm doing my math wrong, or it's not that great. |
All I can remember is that somewhere I read that Triple Kick can be used if you don't like the stat drop because it does just about as much. I didn't do the math to actually find that out, so I actually don't know. I should have closed my mouth. ;)
EDIT: Actually, it is only a few points shy of Hi Jump Kick. (It increases in strength every hit, from 10 - ?? - ??) (I cannot find it anywhere, but both Bulbapedia and Serebii say this) ~T_S |
I think it's 10, 20, 30...if I remember that correctly...which would be 15, 30, 45...or 90. Then again, I'm not sure, so meh. This will own Tyraniboah and stuff, since it'll mash through subs.
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According to Smogon, all three kicks, after Technican & STAB, gives a grand total of 135 Base. Not too shabby. I might go with the Bulk Up, without Rapid Spin, & give it Pursuit.
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umm close combat does 180 base including STAB ._.
and triple kick... well, lets see...10 X 1.5 (STAB) = 15... 15 X 1.5(Technician) = 22.5... 22.5 X 3(Hits) = 67.5 which gets rounded down to 67 whoever told you 135 base lied straight to your face. sorry =/ you may as well go with mach punch which reaches 90 base. priority moves... fun? |
Close Combat hurts the whole bulk up thing, otherwise it wouls probably be the first choice. Mach Punch is fun though.
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Quote:
1st kick = 10 BP + Technician(5)(Which gives you 15 BP) + STAB (7.5) = 20.5 2nd Kick = 20 BP + Technician(10)(Which gives you 30 BP) + STAB(15) = 45 3rd kick = 30 BP + Technician (15)(Which gives you 45 BP) + STAB(22.5) = 67.5 67.5 + 45 + 20.5 = 133 BP. Smogon says its 135, looks as though they rounded it up, zomg, liars lol It may be me just failing at maths, as usual though T_T |
oh my mistake. i didn't know the power increased with each hit.
so that must mean the accuracy becomes .90 X .90 X .90 for the full powered hit, which is 73% acc. still not as good as projected. |
Yes, but it allows to break through pesky subs, like roaring Jolteon and the like.
~T_S |
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