Hitmontop (KelTheMaster)

The Handstand Pokémon

## **Overview**

Hitmontop is an agile Attacker that specializes in close-range combat.

## **Stats**

Offense: 3.5/5

Endurance: 2/5

Mobility: 3/5

Scoring: 3/5

Support: 1/5

## **Ability**

Guts (Tyrogue): The user's Attack increases more and more as its health goes down, at the thresholds of 3/4 HP, 1/2 HP and 1/4 HP. If the user heals and health goes above a certain point, the Attack increase goes back to the previous level.

Technician: Move and Basic Attack power increase as the user hits the opponent with either Boosted Attacks or Moves more and more up to 5 times. Also, the user gains a higher Basic Attack critical hit rate as the level increases, adding up to 10% (+2% for each level). The power increase stays as long as the user is in combat.

## **Basic Attack**

Tyrogue: The user punches twice, then kicks for a third attack. The third attack is always boosted, dealing more damage and slightly lowering the opponent's movement speed.

Hitmontop: The user punches twice. The third Boosted Attack has the user spin on its head and kick the opponent thrice, dealing three hits of damage to opponents all around. The user can also move with increased movement speed for a short period during this attack. The Boosted Attack lowers opponent's speed and adds three counts to the user's Technician level.

Crit Rate: 10% (Base), 20% (Max Technician Level (5))

Lifesteal: 15%

## **Special 1**

**Vacuum Wave:** A Ranged move. The user whirls around its fist and punches forward, sending a vacuum projectile forward in a straight line to damage opponents. This is upgraded to either Rapid Spin or Triple Kick at level 5. **[5s]**

**Rapid Spin:** A Buff move. The user spins on its head while kicking around themselves, dealing damage to opponents all around. The user keeps doing this for a maximum of 4 seconds before stopping, and the move ends. It can also be stopped manually. The user can also move with increased movement speed, faster than the user's normal movement speed. Each hit increases the user's ability by 1 count, and the move attacks faster as the level rises. The upgrade at level 12 increases damage and lets the move have a 15% chance to be a critical hit with each hit. **[6.5s]**

**Triple Kick:** A Melee Move. The user spins on its head, kicking three times in any given direction, slightly shoving the opponent backwards and stunning them each time they are hit. The user first kicks in a half-circle forward, then does a second half-circle kick in the other direction, ending it with a fully circling kick around themself. Each hit raises the user's ability level by 1, dealing more damage the higher the level. The user can move during the attack. If the user's ability level is full, then the user can also move faster while using this attack. The upgrade at level 12 makes the last hit of the move increase the user's ability count by 2, also stunning opponents for longer. **[7s]**

## **Special 2**

**Low Sweep:** A Hindrance move. The user sweeps in front of themself with its leg, tossing opponents into the air for a short while and stunning them. The user's next attack is boosted. This is upgraded to either Gyro Ball or Mach Punch at level 6. **[COOLDOWN]**

**Gyro Ball:** A Sure Hit move. The user charges up, spinning at high speeds in place for a maximum of 2 seconds while being unstoppable. When the move releases, the user swiftly tackles the nearest opponent in the targeted area with the high-speed spin, stunning them for a varying amount of time depending on how much the move was charged and slowing them. If the move was at least half charge, it stuns the opponent for a short time and raises the user's ability level by 1. While charging, the user moves at a reduced speed. The upgrade at level 14 gives the user a shield while charging the move, as well as being able to deal small over-time damage to opponents nearby while charging. **[11s]**

**Mach Punch:** A Dash move. The user winds up for a moment, then rushing forward with a high-speed punch, stunning opponents for a while and dealing damage, raising the user's ability count by 2. When the user collides with an opponent, it is bounced back a small distance while the opponent is stunned. The upgrade at level 11 increases the distance of the dash. **[9s]**

## **Unite Move - Tornado Assault**

A Dash move. The user spins rapidly, then charges forward at high speed while delivering powerful kicks around itself, carrying foes along with it and dealing damage. For each opponent caught, the user's ability count increases by 2, raising the move's power and giving the user a larger and larger shield.