Hitmontop • Generation VIII Pokédex

Hitmontop
Pokédex Page for Hitmontop

This is the Marriland Pokédex page for Hitmontop, showing its information and moves in Pokémon Sword & Shield as well as Pokémon Brilliant Diamond & Shining Pearl.

To choose which version to view Hitmontop's moves and location information from, please use the toggle below, or use the toggles further down in the page.

Hitmontop

Hitmontop
Sprite of Hitmontop in Pokémon HOME

Hitmontop's Type

FIGHTING

Hitmontop's Pokédex #s

National #
237
Galar #
110
Armor #
--
Crown #
--

Hitmontop's Base Stats

HP:
50
Attack:
95
Defense:
95
Sp. Atk:
35
Sp. Def:
110
Speed:
70
Total:
455

Misc. Info

Height:
4'7" (1.4m)
Weight:
105.8 lbs. (48 kg)
Gender Ratio:
Egg Groups:
Human-Like
EXP At Lv. 100:
1,000,000
EV Yield:
2 Sp. Def
Base EXP:
159
Catch Rate:
45
Base Happiness:
70

Hitmontop's Abilities

Here are what abilities Hitmontop can possibly have, along with their effects.
Intimidate
When Hitmontop is sent out in battle, all opposing Pokémon have their Attack lowered by one stage.
Technician
All of Hitmontop's moves with a base power of 60 or less have their power increased by 50%.
Steadfast
Raises Hitmontop's Speed by one stage whenever it flinches.

Weaknesses & Resistances

Below is a list of what Hitmontop's weakness and resistance is to various types.
FLYING
PSYCHIC
FAIRY
½
BUG
ROCK
DARK

Hitmontop's Evolution Line

Below you'll find a list of all Pokémon Hitmontop evolves from or into, along with its evolution method.
Tyrogue
Tyrogue
starting form
Hitmonlee
Hitmonlee
Lv. 20+ w/ Atk > Def
Hitmonchan
Hitmonchan
Lv. 20+ w/ Atk < Def
Hitmontop
Hitmontop
Lv. 20+ w/ Atk = Def

Hitmontop's Moves in Brilliant Diamond & Shining Pearl

Below is a list of all of the moves that Hitmontop can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Hitmontop learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
Evo.
Triple Kick
Hits up to three times in a row, with 10, 20, and 30 power. Each hit is affected by accuracy and evasion, and the move ends if it misses a hit.
FIGHTING
PHYSICAL
10 90% 10 One Target
1
Triple Kick
Hits up to three times in a row, with 10, 20, and 30 power. Each hit is affected by accuracy and evasion, and the move ends if it misses a hit.
FIGHTING
PHYSICAL
10 90% 10 One Target
1
Feint
Strikes first and breaks through the target's Protect-like moves.
NORMAL
PHYSICAL
30 100% 10 One Target
1
Rapid Spin
Does damage and removes entry hazards such as Spikes, Stealth Rock, etc.
NORMAL
PHYSICAL
50 100% 40 One Target
1
Tackle
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
1
Helping Hand
Increases the power of ally Pokémon's moves for the rest of the turn.
NORMAL
STATUS
-- -- 20 Ally
1
Fake Out
+3 priority. 100% chance of making the target flinch. Fails unless used on the first turn Hitmontop is sent out.
NORMAL
PHYSICAL
40 100% 10 One Target
1
Focus Energy
Raises critical hit rate by two stages.
NORMAL
STATUS
-- -- 30 User
4
Quick Attack
Has higher priority.
NORMAL
PHYSICAL
40 100% 30 One Target
8
Gyro Ball
Does more damage based on how much lower Hitmontop's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
12
Detect
Protects Hitmontop from attacks for a turn. Low chance of working on consecutive turns.
FIGHTING
STATUS
-- -- 5 User
16
Revenge
Attacks last; if damaged this turn, hits for double damage.
FIGHTING
PHYSICAL
60 100% 10 One Target
21
Wide Guard
Protects your team from moves that hit multiple targets for the turn.
ROCK
STATUS
-- -- 10 User's Field
21
Quick Guard
Protects your team from moves that that have positive priority for the turn.
FIGHTING
STATUS
-- -- 15 User's Field
24
Sucker Punch
Has +1 priority. Fails unless the target uses a damaging move.
DARK
PHYSICAL
70 100% 5 One Target
28
Agility
Raises Hitmontop's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
32
Dig
Can't be hit on the first turn, attacks on the second turn.
GROUND
PHYSICAL
80 100% 10 One Target
36
Close Combat
Lowers Hitmontop's Defense and Special Defense by one stage.
FIGHTING
PHYSICAL
120 100% 5 One Target
40
Counter
Counters Physical-based damage received this turn.
FIGHTING
PHYSICAL
varies 100% 20 Counter
44
Endeavor
Does damage to set the target's HP equal to Hitmontop's. Fails if Hitmontop has more HP.
NORMAL
PHYSICAL
varies 100% 5 One Target

TM Moves

Here are all of the moves that Hitmontop can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM00
Mega Punch
Damages the target.
NORMAL
PHYSICAL
80 85% 20 One Target
TM01
Mega Kick
Damages the target.
NORMAL
PHYSICAL
120 75% 5 One Target
TM15
Dig
Can't be hit on the first turn, attacks on the second turn.
GROUND
PHYSICAL
80 100% 10 One Target
TM21
Rest
Hitmontop restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM22
Rock Slide
Has a 30% chance of causing all nearby enemies to flinch.
ROCK
PHYSICAL
75 90% 10 Nearby Enemies
TM23
Thief
Damages the target and steals its held item.
DARK
PHYSICAL
60 100% 25 One Target
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Hitmontop from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM31
Attract
Infatuates Pokémon of the opposite gender.
NORMAL
STATUS
-- 100% 15 One Target
TM32
Sandstorm
Changes the weather to a sandstorm for 5 turns.
ROCK
STATUS
-- -- 10 Entire Field
TM33
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM34
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM39
Facade
Does double damage if Hitmontop is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM40
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
TM41
Helping Hand
Increases the power of ally Pokémon's moves for the rest of the turn.
NORMAL
STATUS
-- -- 20 Ally
TM42
Revenge
Attacks last; if damaged this turn, hits for double damage.
FIGHTING
PHYSICAL
60 100% 10 One Target
TM43
Brick Break
Breaks the opponent's Light Screen or Reflect.
FIGHTING
PHYSICAL
75 100% 15 One Target
TM75
Low Sweep
Lowers the target's Speed by one stage.
FIGHTING
PHYSICAL
65 100% 20 One Target
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM79
Retaliate
Damage is doubled if one of your Pokémon fainted during the previous turn.
NORMAL
PHYSICAL
70 100% 5 One Target
TM81
Bulldoze
100% chance of lowering all nearby Pokémon's Speed by one stage.
GROUND
PHYSICAL
60 100% 20 All But Self
TM97
Brutal Swing
Damages all nearby Pokémon.
DARK
PHYSICAL
60 100% 20 All But Self

TR Moves

Here are all of the moves that Hitmontop can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area and other locations.
TR Move Type Category Power Acc.% PP Target Info
TR01
Body Slam
Has a 30% chance to paralyze the target.
NORMAL
PHYSICAL
85 100% 15 One Target
TR07
Low Kick
Does more damage depending on how heavy the target is.
FIGHTING
PHYSICAL
varies 100% 20 One Target
TR10
Earthquake
Does double damage against targets using Dig.
GROUND
PHYSICAL
100 100% 10 All But Self
TR12
Agility
Raises Hitmontop's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
TR13
Focus Energy
Raises critical hit rate by two stages.
NORMAL
STATUS
-- -- 30 User
TR20
Substitute
Costs 25% of Hitmontop's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Hitmontop's moves at random.
NORMAL
STATUS
-- -- 10 User
TR35
Uproar
Lose control for up to 5 turns. While the Uproar is active, no Pokémon can be asleep.
NORMAL
SPECIAL
90 100% 10 Random Enemy
TR48
Bulk Up
Raises Hitmontop's Attack and Defense by one stage.
FIGHTING
STATUS
-- -- 20 User
TR52
Gyro Ball
Does more damage based on how much lower Hitmontop's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
TR53
Close Combat
Lowers Hitmontop's Defense and Special Defense by one stage.
FIGHTING
PHYSICAL
120 100% 5 One Target
TR64
Focus Blast
10% chance of lowering the target's Sp. Def by one stage.
FIGHTING
SPECIAL
120 70% 5 One Target
TR75
Stone Edge
Has a higher critical hit rate. (+1 stage.)
ROCK
PHYSICAL
100 80% 5 One Target
TR85
Work Up
Raises Hitmontop's Attack and Special Attack by one stage.
NORMAL
STATUS
-- -- 30 User
TR87
Drill Run
Has a higher critical hit rate. (+1 stage.)
GROUND
PHYSICAL
80 95% 10 One Target

Egg Moves

Here are all of the moves that Hitmontop can learn as Egg Moves. In the case of evolved Pokémon, it shows what Egg Moves it can learn in its lowest evolutionary stage. Click the word EGG to find compatible breeding Pokémon to get that Egg Move onto Hitmontop.
Move Type Category Power Acc.% PP Target Info
EGG
Rapid Spin
Does damage and removes entry hazards such as Spikes, Stealth Rock, etc.
NORMAL
PHYSICAL
50 100% 40 One Target
EGG
High Jump Kick
Hitmontop takes 50% max HP in recoil damage if High Jump Kick misses.
FIGHTING
PHYSICAL
130 90% 10 One Target
EGG
Mach Punch
Has higher priority.
FIGHTING
PHYSICAL
40 100% 30 One Target
EGG
Mind Reader
The next move used by Hitmontop will always hit the target.
NORMAL
STATUS
-- -- 5 One Target
EGG
Counter
Counters Physical-based damage received this turn.
FIGHTING
PHYSICAL
varies 100% 20 Counter
EGG
Vacuum Wave
Has higher priority.
FIGHTING
SPECIAL
40 100% 30 One Target
EGG
Bullet Punch
Has higher priority.
STEEL
PHYSICAL
40 100% 30 One Target
EGG
Feint
Strikes first and breaks through the target's Protect-like moves.
NORMAL
PHYSICAL
30 100% 10 One Target

Move Tutor Moves

Here are all of the moves that Hitmontop can learn from Move Tutors. Most of these require the Expansion Pass and can be found in the Isle of Armor's Dojo, costing some Armorite Ore to teach. However, there are a few moves that can be taught aside from this.
Move Type Category Power Acc.% PP Target Info
TUTOR
Triple Axel
Hits up to three times in a row, with 20, 40, and 60 power. Each hit is affected by accuracy and evasion, and the move ends if it misses a hit.
ICE
PHYSICAL
20 90% 10 One Target
TUTOR
Coaching
Raises the Attack and Defense of Hitmontop's allies by one stage each.
FIGHTING
STATUS
-- -- 10 User

Level Up Moves

Here are all of the moves Hitmontop learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
Evo.
Triple Kick
Hits up to three times in a row, with 10, 20, and 30 power. Each hit is affected by accuracy and evasion, and the move ends if it misses a hit.
FIGHTING
PHYSICAL
10 90% 10 One Target
1
Triple Kick
Hits up to three times in a row, with 10, 20, and 30 power. Each hit is affected by accuracy and evasion, and the move ends if it misses a hit.
FIGHTING
PHYSICAL
10 90% 10 One Target
1
Feint
Strikes first and breaks through the target's Protect-like moves.
NORMAL
PHYSICAL
30 100% 10 One Target
1
Rapid Spin
Does damage and removes entry hazards such as Spikes, Stealth Rock, etc.
NORMAL
PHYSICAL
50 100% 40 One Target
1
Tackle
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
1
Helping Hand
Increases the power of ally Pokémon's moves for the rest of the turn.
NORMAL
STATUS
-- -- 20 Ally
1
Fake Out
+3 priority. 100% chance of making the target flinch. Fails unless used on the first turn Hitmontop is sent out.
NORMAL
PHYSICAL
40 100% 10 One Target
1
Focus Energy
Raises critical hit rate by two stages.
NORMAL
STATUS
-- -- 30 User
4
Quick Attack
Has higher priority.
NORMAL
PHYSICAL
40 100% 30 One Target
8
Gyro Ball
Does more damage based on how much lower Hitmontop's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
12
Detect
Protects Hitmontop from attacks for a turn. Low chance of working on consecutive turns.
FIGHTING
STATUS
-- -- 5 User
16
Revenge
Attacks last; if damaged this turn, hits for double damage.
FIGHTING
PHYSICAL
60 100% 10 One Target
21
Wide Guard
Protects your team from moves that hit multiple targets for the turn.
ROCK
STATUS
-- -- 10 User's Field
21
Quick Guard
Protects your team from moves that that have positive priority for the turn.
FIGHTING
STATUS
-- -- 15 User's Field
24
Sucker Punch
Has +1 priority. Fails unless the target uses a damaging move.
DARK
PHYSICAL
70 100% 5 One Target
28
Agility
Raises Hitmontop's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
32
Dig
Can't be hit on the first turn, attacks on the second turn.
GROUND
PHYSICAL
80 100% 10 One Target
36
Close Combat
Lowers Hitmontop's Defense and Special Defense by one stage.
FIGHTING
PHYSICAL
120 100% 5 One Target
40
Counter
Counters Physical-based damage received this turn.
FIGHTING
PHYSICAL
varies 100% 20 Counter
44
Endeavor
Does damage to set the target's HP equal to Hitmontop's. Fails if Hitmontop has more HP.
NORMAL
PHYSICAL
varies 100% 5 One Target

TM Moves

Here are all of the moves that Hitmontop can learn via TM (Technical Machine). These moves can be taught once per use of the TM.
TM Move Type Category Power Acc.% PP Target Info
TM08
Bulk Up
Raises Hitmontop's Attack and Defense by one stage.
FIGHTING
STATUS
-- -- 20 User
TM10
Work Up
Raises Hitmontop's Attack and Special Attack by one stage.
NORMAL
STATUS
-- -- 30 User
TM11
Sunny Day
Changes the weather to sunny for 5 turns.
FIRE
STATUS
-- -- 5 Entire Field
TM17
Protect
Protects Hitmontop from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM18
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM26
Earthquake
Does double damage against targets using Dig.
GROUND
PHYSICAL
100 100% 10 All But Self
TM27
Low Sweep
Lowers the target's Speed by one stage.
FIGHTING
PHYSICAL
65 100% 20 One Target
TM28
Dig
Can't be hit on the first turn, attacks on the second turn.
GROUND
PHYSICAL
80 100% 10 One Target
TM31
Brick Break
Breaks the opponent's Light Screen or Reflect.
FIGHTING
PHYSICAL
75 100% 15 One Target
TM32
Double Team
Raises Hitmontop's Evasion by one stage.
NORMAL
STATUS
-- -- 15 User
TM37
Sandstorm
Changes the weather to a sandstorm for 5 turns.
ROCK
STATUS
-- -- 10 Entire Field
TM40
Aerial Ace
Doesn't miss the target.
FLYING
PHYSICAL
60 -- 20 One Target
TM42
Facade
Does double damage if Hitmontop is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM44
Rest
Hitmontop restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM45
Attract
Infatuates Pokémon of the opposite gender.
NORMAL
STATUS
-- 100% 15 One Target
TM46
Thief
Damages the target and steals its held item.
DARK
PHYSICAL
60 100% 25 One Target
TM52
Focus Blast
10% chance of lowering the target's Sp. Def by one stage.
FIGHTING
SPECIAL
120 70% 5 One Target
TM58
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM71
Stone Edge
Has a higher critical hit rate. (+1 stage.)
ROCK
PHYSICAL
100 80% 5 One Target
TM74
Gyro Ball
Does more damage based on how much lower Hitmontop's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
TM80
Rock Slide
Has a 30% chance of causing all nearby enemies to flinch.
ROCK
PHYSICAL
75 90% 10 Nearby Enemies
TM82
Sleep Talk
Can only be used while asleep. Uses one of Hitmontop's moves at random.
NORMAL
STATUS
-- -- 10 User
TM83
Bulldoze
100% chance of lowering all nearby Pokémon's Speed by one stage.
GROUND
PHYSICAL
60 100% 20 All But Self
TM87
Swagger
Raises the target's Attack by two stages and confuses it.
NORMAL
STATUS
-- 85% 15 One Target
TM90
Substitute
Costs 25% of Hitmontop's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TM96
Strength
Damages the target.
NORMAL
PHYSICAL
80 100% 15 One Target
TM98
Rock Smash
50% chance of lowering the target's Defense by one stage.
FIGHTING
PHYSICAL
40 100% 15 One Target

Egg Moves

Here are all of the moves that Hitmontop can learn as Egg Moves. In the case of evolved Pokémon, it shows what Egg Moves it can learn in its lowest evolutionary stage. Click the word EGG to find compatible breeding Pokémon to get that Egg Move onto Hitmontop.
Move Type Category Power Acc.% PP Target Info
EGG
Rapid Spin
Does damage and removes entry hazards such as Spikes, Stealth Rock, etc.
NORMAL
PHYSICAL
50 100% 40 One Target
EGG
High Jump Kick
Hitmontop takes 50% max HP in recoil damage if High Jump Kick misses.
FIGHTING
PHYSICAL
130 90% 10 One Target
EGG
Mach Punch
Has higher priority.
FIGHTING
PHYSICAL
40 100% 30 One Target
EGG
Mind Reader
The next move used by Hitmontop will always hit the target.
NORMAL
STATUS
-- -- 5 One Target
EGG
Counter
Counters Physical-based damage received this turn.
FIGHTING
PHYSICAL
varies 100% 20 Counter
EGG
Vacuum Wave
Has higher priority.
FIGHTING
SPECIAL
40 100% 30 One Target
EGG
Bullet Punch
Has higher priority.
STEEL
PHYSICAL
40 100% 30 One Target
EGG
Feint
Strikes first and breaks through the target's Protect-like moves.
NORMAL
PHYSICAL
30 100% 10 One Target
EGG
Helping Hand
Increases the power of ally Pokémon's moves for the rest of the turn.
NORMAL
STATUS
-- -- 20 Ally

Hitmontop's Detailed Stats

Below you'll find a more detailed table containing Hitmontop's calculated stats, which are the stats that you actually see displayed in game. These are affected by a variety of things, such as level, Effort Values (EVs), Individual Values (IVs), and Hitmontop's Nature.

By default, the stats you see in the table below show four different possibilities, all assuming Hitmontop is level 100: its stats with 0 EVs, 252+ (max) EVs, 0 IVs, and 31 (max) IVs. Nature is not shown by default, so its maximum is 10% higher than shown here, and minium 10% lower.
Stats at
level 100
0 EVs 252+ EVs Base Stat
Min Max Min Max
HP
210 241 273 304 50
Attack
195 226 258 289 95
Defense
195 226 258 289 95
Sp. Atk
75 106 138 169 35
Sp. Def
225 256 288 319 110
Speed
145 176 208 239 70
Total
455

Where to Find Hitmontop in Brilliant Diamond & Shining Pearl

If you're looking for where to find Hitmontop, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Hitmontop in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)

Special Ways to Get Hitmontop

Available in some Max Raid Dens in the Wild Area and Crown Tundra (DLC).

Catchable during Dynamax Adventures in Crown Tundra (DLC), level 65.

Hitmontop in the Wild

Lake of Outrage

Overworld Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
-- 2% -- -- -- -- -- -- --
Lv. 55-58

Getting Hitmontop By Evolution

Evolves from Tyrogue at level 20 if its Attack stat and Defense stat are both equal upon gaining a level. (This evolution condition is checked upon each level up, not just at level 20.)

To help ensure Tyrogue evolves into Hitmontop, it's recommended to save your game before attempting to evolve it, and then use Protein Protein to raise its Attack or Iron Iron to raise its Defense until they are equal. Use an Exp. Candy or Rare Candy Rare Candy on it to level it up and hope that it gains an equal amount of Attack and Defense so it evolves into Hitmontop; if it doesn't, reload your game, and then use more of either Protein or Iron until the difference is made up, and try again.
Location information on where to find Hitmontop in Pokémon Brilliant Diamond & Shining Pearl will be coming to the Marriland Pokédex in a future update! Thank you for your patience!

Pokédex Entries for Hitmontop

Generation 8 Pokédex Entries

Sword
It launches kicks while spinning. If it spins at high speed, it may bore its way into the ground.
Shield
After doing a handstand to throw off the opponent's timing, it presents its fancy kick moves.

Generation 6 Pokédex Entries

X
It fights while spinning like a top. The centrifugal force boosts its destructive power by 10.
Y
If you are enchanted by its smooth, dance-like kicks, you may get a closer experience with one than you'd like.
Omega Ruby Alpha Sapphire
Hitmontop spins on its head at high speed, all the while delivering kicks. This technique is a remarkable mix of both offense and defense at the same time. The Pokémon travels faster spinning than it does walking.

Generation 5 Pokédex Entries

Black White
It fights while spinning like a top. The centrifugal force boosts its destructive power by ten.
Black 2 White 2
It fights while spinning like a top. The centrifugal force boosts its destructive power by 10.

Generation 4 Pokédex Entries

Diamond Pearl Platinum
It fights while spinning like a top. The centrifugal force boosts its destructive power by ten.
HeartGold
If you are enchanted by its smooth, dance-like kicks, you may get a closer experience with one than you'd like.
SoulSilver
It launches kicks while spinning. If it spins at high speed, it may bore its way into the ground.

Generation 3 Pokédex Entries

Ruby Sapphire
HITMONTOP spins on its head at high speed, all the while delivering kicks. This technique is a remarkable mix of both offense and defense at the same time. The POKéMON travels faster spinning than it does walking.
Emerald
Its technique of kicking while spinning is a remarkable mix of both offense and defense. HITMONTOP travel faster spinning than they do walking.
FireRed
It launches kicks while spinning. If it spins at high speed, it may bore its way into the ground.
LeafGreen
If you become enchanted by its smooth, elegant, dance-like kicks, you may get drilled hard.

Generation 2 Pokédex Entries

Gold
If you become enchanted by its smooth, elegant, dance-like kicks, you may get drilled hard.
Silver
It launches kicks while spinning. If it spins at high speed, it may bore its way into the ground.
Crystal
After doing a handstand to throw off the opponent's timing, it presents its fancy kick moves.
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