Spiritomb (Update)

Xia

On porpoise
is a Contributor Alumnus
Status: Finished


http://www.smogon.com/dp/pokemon/spiritomb/

[Overview]

<p>Spiritomb tends to reside in one of two niches: anti-metagame lead or defensive staller. It is capable of threatening many of today's top leads with brute strength and crippling walls who switch in with a Tricked Choice item. On the other side of the coin, Spiritomb's lack of weaknesses and bulk make it an ideal stalling wall; RestTalk is a great strategy for Spiritomb thanks to Pressure. It also makes an excellent Rapid Spin blocker if your team is in need of someone to fill this role. Although its defenses, immunities, and resistances are somewhat lacking, Spiritomb has become quite an unpredictable and useful Pokémon in the Underused metagame.</p>

[SET]
name: Pure Attacker (Lead)
move 1: Shadow Ball
move 2: Hidden Power Fighting / Hidden Power Rock
move 3: Shadow Sneak
move 4: Pursuit / Sucker Punch
item: Spooky Plate
nature: Quiet
evs: 244 HP / 48 Atk / 204 SpA / 12 Spe

[SET COMMENTS]

<p>This set is slightly more aggressive than the other sets because its main purpose is to deal immediate damage early in the match. Spiritomb is quite versatile in terms of attacking from both ends of the spectrum, meaning it will usually pose a huge problem for the opposing team early in the match. Furthermore, Spiritomb boasts great typing and good bulk, making it a difficult Pokemon to take down.</p>

<p>Shadow Ball hits remarkably hard and can 2HKO many common leads in UU. Hidden Power Fighting gives Spiritomb perfect coverage, as it hits Normal- and Steel-types for super effective damage. Hidden Power Rock could replace Hidden Power Fighting in order to hit Swellow and Moltres, since both are often seen in the lead slot. Shadow Sneak is an absolute given in the third slot, as it prevents Alakazam and Mismagius from having an easy sweep. The final slot is a toss up between Pursuit and Sucker Punch. Pursuit lets Spiritomb trap and OHKO Ghost- and Psychic-types, such as Froslass and Alakazam. However, Sucker Punch is a good alternative in order to strike faster Pokemon in tight situations. With either Sucker Punch or Pursuit, Ambipom and Uxie will have to think twice before using U-turn on Spiritomb.</p>

[ADDITIONAL COMMENTS]

<ul class="damage_calculation">
<li>Shadow Ball vs. 252 / 4 Uxie: 58.19% - 69.49%</li>
<li>Shadow Ball vs. 252 / 0 Alakazam: 95.54% - 100%</li>
<li>Shadow Ball vs. 248 / 0 Froslass: 100%</li>
<li>Shadow Ball vs. 252 / 4 Omastar: 50.87% - 60.17%</li>
<li>Shadow Ball vs. 252 / 96 Cloyster: 67.11% - 79.28%</li>
<li>Shadow Ball vs. 252 / 0 Spiritomb: 40.46 - 47.70%</li>
<li>Shadow Ball vs. 192 / 0 Arcanine: 42.55% - 50.41%</li>
<li>Shadow Ball vs. 252 / 0 Donphan: 51.04% - 60.42%</li>
</ul>

<p>The EVs are tailored to provide strong damage output physically and specially. With 244 HP EVs, Spiritomb will always survive Moltres's Life Orb Fire Blast at full health. 12 Speed EVs allow Spiritomb to outpace Steelix and Slowbro. Spooky Plate is required over Expert Belt because Spiritomb will use Shadow Ball on the common leads and needs the consistent 20% boost.</p>

<p>Chansey, Registeel, and Clefable can handle hits from Spiritomb without breaking a sweat. As such, Blaziken and Hitmontop make great partners, since both have access to super effective, STAB attacks to take them down.</p>

<p>Spiritomb will have its share of difficulties with Swellow if it's not packing Hidden Power Rock. Defensively, Steelix and Regirock make excellent partners to provide Flying-type resistance and Stealth Rock support.</p>

[SET]
name: Trick
move 1: Trick
move 2: Shadow Sneak
move 3: Sucker Punch
move 4: Pursuit / Will-O-Wisp
item: Choice Band
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>Choice Band Spiritomb puts your opponent in a pinch thanks to its double strategy; it can either strike with boosted physical attacks or Trick its Choice Band onto one of the opposing Pokemon, rendering them next to useless for the remainder of the match.</p>

<p>The attacks listed are fine attacking choices, but this set really shines as a lead. Shadow Sneak will 2HKO even the bulkiest of Froslass leads, while an Ambipom switching out will be taking more than 90% from a Choiced Pursuit. Sucker Punch will leave big holes in anything trying to attack Spiritomb, while Will-O-Wisp allows you to cripple one of your opponent's physical sweepers (just be wary of locking yourself into a status move or Sucker Punch).</p>

[ADDITIONAL COMMENTS]

<p>Due to the nature of this set, Spiritomb will be forced to switch around a lot. For this reason, it is very useful to scout your opponent's team and find out as many of their Pokemon as you can. U-turning Pokemon, such as Uxie and Ambipom, are great teammates to scout with. Uxie's access to status effects, such as Yawn, combined with its stellar defenses makes it a great dedicated scout. Ambipom, on the other hand, is a more offensive scout, since Fake Out, Taunt, and U-turn are all viable options. Both of these Pokemon are weak to attacks that Spiritomb can switch in on with impunity (Dark- and Fighting-type attacks), making it even easier to keep Spiritomb a major threat.</p>

[SET]
name: Defensive Lead
move 1: Sucker Punch / Taunt
move 2: Pursuit / Taunt
move 3: Will-O-Wisp
move 4: Pain Split
item: Leftovers
nature: Careful
evs: 208 HP / 184 Atk / 116 SpD

[SET COMMENTS]

<p>Spiritomb's defenses make it an excellent tank. Sucker Punch is an extremely powerful attack to have in today's metagame due to the prevalence of frail sweepers like Mismagius, Alakazam, Porygon-Z, and Ambipom. Pursuit is another staple of any leading Spiritomb since it severely cripples scout leads, such as Ambipom. Will-O-Wisp deals with physical attackers who may try to switch in on Spiritomb and take advantage of its somewhat lopsided EV spread. Taunt is an option available to Spiritomb if it finds itself being used as set up fodder for sweepers like Calm Mind Raikou or Curse Umbreon. Pain Split gives Spiritomb a somewhat reliable form of recovery.</p>

[ADDITIONAL COMMENTS]

<p>The Attack EVs ensure offensive Mismagius and Rotom are OHKOed by Sucker Punch while still keeping Spiritomb fairly bulky. Drifblim and Froslass are also OHKOed most of the time. A positive Attack nature ensures they are KOed, but the lack of bulk becomes apparent quickly and there are other sets Spiritomb can run if it wants to be offensive.</p>

<p>The lack of attack diversity means that this set is severely walled by any bulky Pokemon who resists Dark-type attacks. This makes Fighting-type attacks, such as Superpower, Close Combat, or Focus Blast, necessary additions to your team. Moltres is another viable teammate, since it is able to do a huge amount of damage to Steel-types with Overheat and Fighting-types with Air Slash. Spiritomb's fellow Dark-types also won't enjoy taking super effective Fighting hits, either.</p>

<p>Status will also ruin this set's strategy, since a burnt Spiritomb is about as threatening as Spinda. Therefore, having an answer to this and other status effects is suggested. Guts Pokemon, such as Hariyama and Swellow, are fine choices, although Swellow's wings are clipped if it's paralyzed. Defensive status absorbers, such as Clefable and the lesser seen Milotic, are also great choices, though Clefable's Fighting-type weakness is more complementary to Spiritomb than Milotic's Grass- and Electric-type weaknesses. Aromatherapy or Heal Bell are also welcome additions, just in case Spiritomb can't avoid being statused.</p>

[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Shadow Ball / Dark Pulse
move 4: Hidden Power Fighting / Will-O-Wisp
item: Leftovers
nature: Calm
evs: 252 HP / 140 Def / 116 SpD

[SET COMMENTS]

<p>Spiritomb can abuse Rest, Sleep Talk, and Pressure to be an amazing staller. Shadow Ball and Hidden Power Fighting provide unresisted type coverage; however, Will-O-Wisp definitely has its uses in such a physically dominated metagame. If using Will-O-Wisp, Dark Pulse keeps Normal-types like Ursaring or Toxic Orb Clefable from walling this set.</p>

[ADDITIONAL COMMENTS]

<p>Toxic Spikes helps Spiritomb overcome its shabby offenses. Nidoqueen is a fair choice for a Toxic Spiker, as is Drapion. Nidoqueen's access to both Stealth Rock and Toxic Spikes make it a great support-only teammate, while Drapion's access to Swords Dance makes it a formidable threat. Both also have access to phazing moves (Roar and Whirlwind, respectively) to spread the status around. Omastar is also a great option; it can set up all three entry hazards, giving you "more bang for your buck".</p>

<p>Spiritomb with Toxic Spikes can stall out just about everything barring Steel- and Poison-types. Unfortunately, these two types are hardly similar (Steel-types tend to be very bulky, while Poison-types are typically speedier and offensive); whomever you choose to battle these Pokemon must be able to take hits and deal them out. Donphan is an excellent team member in this respect, since it has quite respectable physical stats. To handle Steel-types separately, packing a mixed wall breaker, such as Blaziken, is acceptable. While many Poison-types will have a secondary type with a weakness you can exploit, all but Drapion and Skuntank also share a weakness to Psychic-type moves (just watch out for Toxicroak's super effective Sucker Punch).</p>

[SET]
name: Mono Attacker
move 1: Rest
move 2: Sleep Talk
move 3: Calm Mind
move 4: Dark Pulse
item: Leftovers
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]

<p>Spiritomb's lack of weaknesses makes running a single attack set viable. The idea here is simple: Calm Mind until Spiritomb is in the critical zone, Rest off the damage, and Sleep Talk to either get another boost or to strike with STAB Dark Pulse.</p>

[ADDITIONAL COMMENTS]

<p>The EVs and nature allow Spiritomb to be as physically bulky as possible - the number of UU physical sweepers outnumbers the special attackers by enough to warrant such a dedicated spread.</p>

<p>Houndoom and Absol are some of the nastiest opponents Spiritomb will face, since they take negligible damage from Dark Pulse and use Spiritomb as set up fodder. Spiritomb will also have troubles against the likes of Clefable (and Alakazam to a lesser extent) due to its tendency to run Encore. Taunters, such as Ambipom, will also cause problems. Non-set up sweepers’ strategies aren't disrupted by either move, making them the best partners for such a defensive Spiritomb. Absol's physical movepool also gives it super effective options for all three of the mentioned Pokemon: Night Slash for Alakazam (and Froslass) and Superpower for Clefable and Ambipom.</p>

[SET]
name: CurseTomb
move 1: Curse
move 2: Will-O-Wisp
move 3: Rest
move 4: Dark Pulse / Shadow Ball
item: Leftovers
nature: Calm
evs: 252 HP / 140 Def / 116 SpD

[SET COMMENTS]

<p>This Spiritomb set is best used on hardcore stall teams. On these teams, this set creates a "win condition", resulting in an inevitable loss for your opponent. Since many stall teams focus primarily on status, entry hazards, and phazing in order to win, taking down that last Pokemon may be difficult for your team. Someone like Curse + Rest Registeel would be a nightmare for stall teams, since it takes negligible damage from entry hazards, cannot be infected with Toxic-esque poison (or any other status for very long, due to Rest), and cannot be phazed out, since it is the last Pokemon your opponent has. Taking down Registeel may seem impossible for such a team, but Spiritomb's somewhat gimmicky move, Curse, creates a secondary status effect that will soundly KO Registeel.</p>

<p>The other moves in this set act as secondary options after Spiritomb's Curse has been inflicted. Will-O-Wisp adds a primary status to complement Curse's damage, while Rest helps bring Spiritomb back to full health after Curse takes half of its total HP. Rest also allows Spiritomb to "stack" Curses; while restoring Spiritomb's health, it will also increase the secondary damage done by 25% for each Curse. Dark Pulse and Shadow Ball are mostly filler options to ensure Taunt doesn't shut down Spiritomb, although both attacks have useful secondary effects (Shadow Ball's Special Defense drop is more useful, although no Pokemon is immune to Dark Pulse)</p>

[ADDITIONAL COMMENTS]

<p>As stated previously, this set only has merits as part of a stall team that has problems getting a win condition; on any other team, this Spiritomb will be more dead weight than anything else. Still, there are a few teammates that Spiritomb will enjoy in the late game of a stall match. Heal Bell or Aromatherapy support is almost mandatory on stall teams, making Pokemon like Clefable, Chansey, and Umbreon great partners. All three of these Pokemon can also provide Wish support for your team.</p>

[Optional Changes]

<p>Spritomb's other moves tend to be either outclassed or too gimmicky to be used effectively. Confuse Ray is an okay disabling move, especially coming from a Pokémon that has no weaknesses and nice defenses, although relying on hax to KO opponents is typically a bad choice. Spiritomb also learns Psychic, but its type coverage is a bit limited. Dark Pulse's flinch chance is less useful than Shadow Ball's Special Defense drop, especially on a Pokémon as slow as Spiritomb. Ominous Wind, having a 10% chance to boost all its stats, is an option, but its 60 Base Power is disappointing, even though it gets a STAB boost. Still, if the boost in all stats is activated, Spiritomb would become a very hard Pokémon to KO. Snatch and Psych Up could spring surprises if your opponent is not prepared for either, and Spite can be used in combination with Pressure to quickly PP stall your opponent.</p>

<p>Spiritomb's contrasting roles means its EV spread can be quite variable. After maximizing HP (a necessity on a Pokémon with such a low HP Base Stat), trainers tend to focus the rest of the EVs and nature on a single stat, be it the offensive choices or defensive choices. Trying to EV Spiritomb to be a mixed anything will greatly mitigate its usefulness, since none of its Base Stats are that great, especially Speed. In fact, the only time Spiritomb should be investing in Speed EVs is when it's running a Quiet nature to ensure it outspeeds Steelix and Slowbro.</p>

[Counters]

<p>The best way to take down Spiritomb is with status; burn will cripple the physical sets, while poison cuts Spiritomb's time on the field considerably. Taunt and Encore are also very useful, especially against Rest variants. Since Spiritomb can't deal huge damage without boosts, Chansey, Clefable, and Registeel can handle anything Spiritomb throws at them either before it starts accumulating Calm Mind boosts or after it Tricks its Choice Band away. To keep boosts from accumulating, phazers like Steelix, Raikou, and Arcanine are very effective. Flash Fire and Guts Pokemon are great switch-ins against sets featuring Will-O-Wisp, as are any Fire-types who can deal considerable damage. Blaziken and Houndoom in particular can both absorb Will-O-Wisp and sponge Dark-type attacks with ease, and Houndoom can also set up with Nasty Plot.</p>
 
[SET]
name: Pure Attacker (Lead)
move 1: Shadow Ball
move 2: Hidden Power Fighting / Hidden Power Rock
move 3: Shadow Sneak
move 4: Pursuit / Sucker Punch
item: Spooky Plate
nature: Quiet
evs: 244 HP / 48 Atk / 204 SpA / 12 Spe

[SET COMMENTS]

<p></p>

[ADDITIONAL COMMENTS]

<p>This set is slightly more aggressive than other sets because its main purpose [deleted] is to deal immediate damage early in the match. Spiritomb is quite versatile in terms of attacking from both ends, meaning it will usually pose a huge problem to the opposing team early in the match. Furthermore, Spiritomb boasts great typing and good bulk, making it a difficult Pokemon to take down.</p>

<p>Shadow Ball hits remarkably hard and can 2HKO a major portion of the common leads in UU (with the exception of Ambipom). Hidden Power Fighting rounds off the coverage, as it hits Normal- and Steel-types for super effective damage. Hidden Power Rock can replace Hidden Power Fighting in order to hit Swellow and Moltres; both birds enjoy easily switching in on Shadow Ball. Shadow Sneak is an absolute given in the third slot, as it prevents Alakazam and Mismagius from having an easy sweep. The final slot is a toss up between Pursuit and Sucker Punch. Pursuit is more useful because it lets Spiritomb trap and OHKO the quantifiable increase of Ghost- and Psychic-types in UU [deleted] . However, Sucker Punch can also be used to strike faster Pokemon in tight situations. With either Sucker Punch or Pursuit, Ambipom and Uxie will have to think twice before using U-turn on Spiritomb.</p>

<ul class="damage_calculation">
<li>Shadow Ball vs. 252 / 4 Uxie: 58.19% - 69.49%</li>
<li>Shadow Ball vs. 252 / 0 Alakazam: 95.54% - 100%</li>
<li>Shadow Ball vs. 248 / 0 Froslass: 100%</li>
<li>Shadow Ball vs. 252 / 4 Omastar: 50.87% - 60.17%</li>
<li>Shadow Ball vs. 252 / 96 Cloyster: 67.11% - 79.28%</li>
<li>Shadow Ball vs. 252 / 0 Spiritomb: 40.46 - 47.70%</li>
<li>Shadow Ball vs. 192 / 0 Arcanine: 42.55% - 50.41%</li>
<li>Shadow Ball vs. 252 / 0 Donphan: 51.04% - 60.42%</li>
</ul>

<p>The EVs are tailored to provide strong damage output physically and specially. With 244 HP EVs, Spiritomb will always survive Moltres's Life Orb boosted Fire Blast at full health. 12 Speed EVs allow Spiritomb to outpace Steelix and Slowbro. Spooky Plate is required over Expert Belt because Spiritomb will usually be using Shadow Ball on leads and needs the consistent 20% boost.</p>

<p>Without a doubt, Chansey, Registeel, and Clefable can handle hits from Spiritomb without breaking a sweat. As such, Blaziken and Hitmontop make great partners, since both have access to super effective, STAB attacks to take them down.</p>

<p>Spiritomb will have its share of difficulties with Swellow if it's not packing Hidden Power Rock. Defensively, Steelix and Regirock make excellent partners to provide [deleted] Flying-type resistance and Stealth Rock support.</p>

[SET]
name: Trick
move 1: Trick
move 2: Shadow Sneak
move 3: Sucker Punch
move 4: Pursuit / Will-O-Wisp
item: Choice Band
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p></p>

[ADDITIONAL COMMENTS]

<p>Choice Band Spiritomb puts your opponent in a pinch thanks to its double strategy; it can either strike with boosted physical attacks or Trick its Choice Band onto one of the opposing Pokemon, rendering them next to useless for the remainder of the match.</p>

<p>The attacks listed are fairly fine attacking choices, but this set really shines as a lead. Shadow Sneak will 2HKO even the bulkiest of Froslass leads, while an Ambipom switching out will be taking more than 90% from a Choiced Pursuit. Sucker Punch will leave big holes in anything trying to attack Spiritomb, while Will-O-Wisp allows you to cripple one of your opponent's physical sweepers (just be wary of locking yourself into a status move).</p>

<p>The EVs are pretty straightforward: max HP for bulk and max Attack for offensive power. If, however, your team needs a way to take care of Rhyperior quickly, Spiritomb can run a spread of 24 HP / 252 Atk / 232 Spe with a Jolly nature - just enough to outspeed and Will-O-Wisp any Adamant Rhyperior before they can attack.</p>

<p>Due to the nature of this set, Spiritomb will be forced to switch around a lot [deleted]. For this reason, it is very useful to scout your opponent's team and find out as many of their Pokemon as you can. U-turning Pokemon, such as Uxie and Ambipom, are great teammates to scout with. Uxie's access to status effects, such as Yawn, combined with its stellar defenses [deleted comma] makes it a great dedicated scout. Ambipom, on the other hand, is a more offensive scout, since Fake Out, Taunt, and U-turn are all possibilities. Both of these Pokemon are weak to attacks that Spiritomb can switch in on with impunity (Dark- and Fighting-type attacks), making it even easier to keep Spiritomb a major threat.</p>

[SET]
name: Defensive Lead
move 1: Sucker Punch / Taunt
move 2: Pursuit / Taunt
move 3: Will-O-Wisp
move 4: Pain Split
item: Leftovers
nature: Careful
evs: 208 HP / 184 Atk / 116 SpD

[SET COMMENTS]

<p></p>

[ADDITIONAL COMMENTS]

<p>This take on lead Spiritomb is focused more on staying alive and becoming an integral part of team strategy later in the game. The lack of coverage does mean Spiritomb can be walled fairly easily, but it can OHKO many common Ghost-types [deleted] and acts as a decent Spin blocker after entry hazards are introduced.</p>

[ADDITIONAL COMMENTS]

<p>Spiritomb's defenses make it an excellent tank [deleted]. Sucker Punch is an extremely powerful attack to have in today's metagame due to the increased usage of priority [deleted] and high Base Power attacks. Pursuit is another staple of any leading Spiritomb since it severely cripples scout leads, such as Ambipom. Will-O-Wisp serves as a warning for the physical attackers who may try to switch in on Spiritomb and take advantage of its somewhat lopsided EV spread. Taunt is an option available to Spiritomb if it finds itself being used as set up fodder for the likes of Raikou, Mismagius, or other specially-based sweepers. Pain Split gives Spiritomb a somewhat reliable form of recovery, allowing it to switch in later in the match [deleted comma] where it can be played as part of your defensive core.</p>

<p>The Attack EVs ensure Mismagius and Rotom are OHKOed by either of Spiritomb's Dark-type attacks [deleted comma] while still keeping Spiritomb fairly bulky. Drifblim and Froslass are also capable of being KOed, but not 100% of the time. A positive Attack nature ensures they are KOed, but the lack of bulk becomes apparent quickly and there are other sets Spiritomb can run if it wants to be offensive.</p>

<p>The lack of attack diversity means that this set is severely walled by [deleted] any bulky Pokemon who resists Dark-type attacks [deleted] . This makes Fighting-type attacks, such as Superpower, Close Combat, or Focus Blast, necessary additions to your team. Moltres is another viable teammate, since it is able to do a huge amount of damage to Steel-types with Overheat and Fighting-types with Air Slash. Spiritomb's fellow Dark-types also won't enjoy taking hits from either of these Pokemon [deleted].</p>

<p>Status will also ruin this set's strategy, since a burnt Spiritomb is about as threatening as Spinda. Therefore, having an answer to this and other status effects is suggested. Guts Pokemon, such as Hariyama and Swellow, are fine choices, though Swellow's wings are clipped if it's paralyzed. Defensive status absorbers, such as Clefable and the lesser seen Milotic, are also great choices, though Clefable's Fighting-type weakness is more complementary to Spiritomb than Milotic's Grass- and Electric-type weaknesses. Aromatherapy or Heal Bell are also welcome additions, just in case Spiritomb can't avoid being statused.</p>

[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Shadow Ball / Dark Pulse
move 4: Hidden Power Fighting / Will-O-Wisp
item: Leftovers
nature: Calm
evs: 252 HP / 140 Def / 116 SpD

[SET COMMENTS]

<p>This set works as a staller, taking down the opponent's PP through a combination of RestTalk and Pressure. This set really lacks any offensive power, however, so secondary damage from entry hazards (especially Toxic Spikes) is recommended. Having a way to break down walls immune to Toxic Spikes, like Registeel and Steelix, is also a good investment.</p>

[ADDITIONAL COMMENTS]

<p>Spiritomb can abuse Rest, Sleep Talk, and Pressure to be an amazing staller. Shadow Ball and Hidden Power Fighting provide unresisted type coverage; however, Will-O-Wisp definitely has its uses in such a physically dominated metagame [deleted comma] and Dark Pulse keeps Normal-types, such as Toxic Orb Ursaring or Clefable, from being able to wall this set.</p>

<p>Toxic Spikes helps Spiritomb overcome its shabby offenses. Nidoqueen is a fair choice for a Toxic Spiker, as is Drapion. Nidoqueen's access to both Stealth Rock and Toxic Spikes make it a great support-only teammate, while Drapion's stellar Attack make it a formidable threat. Both also have access to phazing moves (Roar and Whirlwind, respectively) to spread the status around. Omastar is also a great option; it can set up all three entry hazards, giving you "more bang for your buck".</p>

<p>Spiritomb and Toxic Spikes can stall out just about everything, bar Steel- and Poison-types. Unfortunately, these two types are hardly similar (Steel-types tend to be very bulky, while Poison-types are typically speedier and offensive); whomever you choose to battle these Pokemon must be able to take hits as well as deal them out. Donphan is an excellent team member in this respect, since it has quite respectable physical stats. To handle Steel-types separately, packing a mixed wall breaker, such as Blaziken, is acceptable. While many Poison-types will have a secondary type whose weakness you can exploit, all but Drapiion and Skuntank also share a weakness to Psychic-type moves (just watch out for Toxicroak's super effective Sucker Punch).</p>

[SET]
name: Mono Attacker
move 1: Rest
move 2: Sleep Talk
move 3: Calm Mind
move 4: Dark Pulse
item: Leftovers
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]

<p>Calm Mind and RestTalk allows Spiritomb to function much like a lower tier CroCune. Although primary status conditions do little to impede Spiritomb's eventual sweep, Encore from the likes of Alakazam and Clefable or Taunt from Ambipom or Froslass will render this set useless, especially if they hit Spiritomb while it is Sleep Talking. Immediate threats, such as Absol, pair well with Spiritomb and can easily dent or KO Spiritomb's common switch-ins.</p>

[ADDITIONAL COMMENTS]

<p>Spiritomb's lack of weaknesses makes running a single attack set viable. The idea here is simple: Calm Mind until Spiritomb is in the critical zone, Rest off the damage, and Sleep Talk to either get another boost or to strike with STAB Dark Pulse.</p>

<p>The EVs and nature allow Spiritomb to be as physically bulky as possible - the number of UU physical sweepers outnumbers the special attackers by enough to warrant such a dedicated spread.</p>

<p>Spiritomb will have troubles against the likes of Clefable and Alakazam due to their tendency to run Encore. Taunters, such as Ambipom, will also cause problems. These pseudo-statuses are best absorbed by sweepers [removed comma] such as Absol. These Pokemon's strategies aren't disrupted by either move, making them the best partners for such a defensive Spiritomb. Absol's physical movepool also gives it super effective options for all three of the mentioned Pokemon: Night Slash for Alakazam (and Froslass) and Super Power for Clefable and Ambipom.</p>

[SET]
name: CurseTomb
move 1: Curse
move 2: Will-O-Wisp
move 3: Rest
move 4: Dark Pulse / Shadow Ball
item: Leftovers
nature: Calm
evs: 252 HP / 140 Def / 116 SpD

[SET COMMENTS]

<p>Curse Spirtiomb can easily set up a win condition for stall teams, causing secondary damage through Curse. Outside of stall teams, this set has really little usability. Even on stall teams, Spiritomb's Curse strategy only is truly effective when your opponent has only one Pokemon left. Rest allows you to lay down multiple curses to help deal with Pokemon who may be difficult to otherwise defeat.</p>

[ADDITIONAL COMMENTS]

<p>This Spiritomb set is best used on hardcore stall teams. On these teams, this [deleted] set creates a "win condition", resulting in an inevitable loss for your opponent.</p>

<p>Since many stall teams focus primarily on status, entry hazards, and phazing in order to win, taking down that last Pokemon may be difficult for your team. Something like Curse + Rest Registeel would be a nightmare for stall teams, since it takes negligible damage from entry hazards, cannot be infected with status for long, and cannot be phazed out, since it is the last Pokemon your opponent has. Taking down Registeel may seem impossible for such a team, but Spiritomb's somewhat gimmicky move, Curse, creates a secondary status effect that will soundly KO Registeel.</p>

<p>The other moves in this set act [deleted] as secondary options after Spiritomb's Curse has been inflicted. Will-O-Wisp adds a primary status to complement Curse's damage, while Rest helps bring Spiritomb back to full health after Curse takes half of its total HP. Rest also allows Spiritomb to "stack" Curses; while restoring Spiritomb's health, it will also increase the secondary damage done by 25% for each Curse. Dark Pulse and Shadow Ball are mostly filler options to ensure Taunt doesn't shut down Spiritomb, although both attacks have useful secondary effects (Shadow Ball's Special Defense drop is more useful, although no Pokemon is immune to Dark Pulse)</p>

<p>As stated previously, this set only has merits as part of a stall team that has problems getting a win condition; on any other team, this Spiritomb will be more dead weight than anything else. Still, there are a few teammates that Spiritomb will enjoy in the late game of a stall match. Heal Bell or Aromatherapy support is almost mandatory on stall teams, making Pokemon like Clefable and Miltank great partners. Wish is also helpful, making Clefable an even better teammate. Other Pokemon who can provide Wish support include Chansey and Umbreon.</p>
Nice.
 

Xia

On porpoise
is a Contributor Alumnus
Huge update, including both format changes and the inclusion of the Counter section (sorry for the triple post =/).
 
there could probably be more things in the counters section. guts (swellow ursaring), flash fire (arcanine houndoom ninetales), phazing (steelix arcanine raikou). etc

[Overview]

<p>Spiritomb tends to reside in one of two niches: anti-metagame lead or defensive staller. It is capable of threatening many of today's top leads with brute strength and crippling walls who switch in with a Tricked Choice item. On the other side of the coin, Spiritomb's lack of weaknesses and bulk make it an ideal stalling wall; RestTalk is a great strategy for Spiritomb thanks to Pressure. It also makes an excellent Rapid Spin blocker if your team is in need of someone to fill this role. Although its defenses, immunities, and resistances are somwhat lacking, Spiritomb has become quite an unpredictable and useful Pokémon in the Underused metagame.</p>

[SET]
name: Pure Attacker (Lead)
move 1: Shadow Ball
move 2: Hidden Power Fighting / Hidden Power Rock
move 3: Shadow Sneak
move 4: Pursuit / Sucker Punch
item: Spooky Plate
nature: Quiet
evs: 244 HP / 48 Atk / 204 SpA / 12 Spe

[SET COMMENTS]

<p>This set is slightly more aggressive than the other sets because its main purpose is to deal immediate damage early in the match. Spiritomb is quite versatile in terms of attacking from both ends of the spectrum, meaning it will usually pose a huge problem for the opposing team early in the match. Furthermore, Spiritomb boasts great typing and good bulk, making it a difficult Pokemon to take down.</p>

<p>Shadow Ball hits remarkably hard and can 2HKO many common leads in UU (with the exception of Ambipom). Hidden Power Fighting gives Spiritomb perfect coverage, as it hits Normal- and Steel-types for super effective damage. Hidden Power Rock could replace Hidden Power Fighting in order to hit Swellow and Moltres, [Moltres doesn’t really enjoy Shadow Balls] since both are often seen in the lead slot [this seems like the real reason HP Rock is on the set]. Shadow Sneak is an absolute given in the third slot, as it prevents Alakazam and Mismagius from having an easy sweep. The final slot is a toss up between Pursuit and Sucker Punch. Pursuit lets Spiritomb trap and OHKO the quantifiable increase of Ghost- and Psychic-types in UU. However, Sucker Punch is a good alternative in order to strike faster Pokemon in tight situations. With either Sucker Punch or Pursuit, Ambipom and Uxie will have to think twice before using U-turn on Spiritomb.</p>

[ADDITIONAL COMMENTS]

<ul class="damage_calculation">
<li>Shadow Ball vs. 252 / 4 Uxie: 58.19% - 69.49%</li>
<li>Shadow Ball vs. 252 / 0 Alakazam: 95.54% - 100%</li>
<li>Shadow Ball vs. 248 / 0 Froslass: 100%</li>
<li>Shadow Ball vs. 252 / 4 Omastar: 50.87% - 60.17%</li>
<li>Shadow Ball vs. 252 / 96 Cloyster: 67.11% - 79.28%</li>
<li>Shadow Ball vs. 252 / 0 Spiritomb: 40.46 - 47.70%</li>
<li>Shadow Ball vs. 192 / 0 Arcanine: 42.55% - 50.41%</li>
<li>Shadow Ball vs. 252 / 0 Donphan: 51.04% - 60.42%</li>
</ul>

<p>The EVs are tailored to provide strong damage output physically and specially. With 244 HP EVs, Spiritomb will always survive Moltres's Life Orb Fire Blast at full health. 12 Speed EVs allow Spiritomb to outpace Steelix and Slowbro. Spooky Plate is required over Expert Belt because Spiritomb will use Shadow Ball on the common leads and needs the consistent 20% boost.</p>

<p>Chansey, Registeel, and Clefable can handle hits from Spiritomb without breaking a sweat. As such, Blaziken and Hitmontop make great partners, since both have access to super effective, STAB attacks to take them down.</p>

<p>Spiritomb will have its share of difficulties with Swellow if it's not packing Hidden Power Rock. Defensively, Steelix and Regirock make excellent partners to provide Flying-type resistance and Stealth Rock support.</p>

[SET]
name: Trick
move 1: Trick
move 2: Shadow Sneak
move 3: Sucker Punch
move 4: Pursuit / Will-O-Wisp
item: Choice Band
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>Choice Band Spiritomb puts your opponent in a pinch thanks to its double strategy; it can either strike with boosted physical attacks or Trick its Choice Band onto one of the opposing Pokemon, rendering them next to useless for the remainder of the match.</p>

<p>The attacks listed are fairly fine attacking choices, but this set really shines as a lead. Shadow Sneak will 2HKO even the bulkiest of Froslass leads, while an Ambipom switching out will be taking more than 90% from a Choiced Pursuit. Sucker Punch will leave big holes in anything trying to attack Spiritomb, while Will-O-Wisp allows you to cripple one of your opponent's physical sweepers (just be wary of locking yourself into a status move).</p>

[ADDITIONAL COMMENTS]

<p>The EVs are straightforward: max HP for bulk and max Attack for offensive power. If, however, your team needs a way to take care of Rhyperior quickly, Spiritomb can run a spread of 24 HP / 252 Atk / 232 Spe with a Jolly nature - just enough to outspeed and Will-O-Wisp any Adamant Rhyperior before it can attack. [the alternate “Rhyperior spread” seems really silly I’d just take it out]</p>

<p>Due to the nature of this set, Spiritomb will be forced to switch around a lot. For this reason, it is very useful to scout your opponent's team and find out as many of their Pokemon as you can. U-turning Pokemon, such as Uxie and Ambipom, are great teammates to scout with. Uxie's access to status effects, such as Yawn, combined with its stellar defenses makes it a great dedicated scout. Ambipom, on the other hand, is a more offensive scout, since Fake Out, Taunt, and U-turn are all viable options. Both of these Pokemon are weak to attacks that Spiritomb can switch in on with impunity (Dark- and Fighting-type attacks), making it even easier to keep Spiritomb a major threat.</p>

[SET]
name: Defensive Lead
move 1: Sucker Punch / Taunt
move 2: Pursuit / Taunt
move 3: Will-O-Wisp
move 4: Pain Split
item: Leftovers
nature: Careful
evs: 208 HP / 184 Atk / 116 SpD

[SET COMMENTS]

<p>Spiritomb's defenses makes it an excellent tank. Sucker Punch is an extremely powerful attack to have in today's metagame due to [the reasoning you had before makes no sense tbh… priority makes Sucker Punch less useful and high-powered attacks have nothing to do with it] the prevalence of frail sweepers like Mismagius, Alakazam, Porygon-Z, and Ambipom. Pursuit is another staple of any leading Spiritomb since it severely cripples scout leads, such as Ambipom. Will-O-Wisp deals with physical attackers who may try to switch in on Spiritomb and take advantage of its somewhat lopsided EV spread. Taunt is an option available to Spiritomb if it finds itself being used as set up fodder for [Mismagius isn’t setting up on Spiritomb] sweepers like Calm Mind Raikou or Curse Umbreon. Pain Split gives Spiritomb a somewhat reliable form of recovery.</p>

[ADDITIONAL COMMENTS]

<p>The Attack EVs ensure offensive Mismagius and Rotom are OHKOed by Sucker Punch [Pursuit doesn’t kill without a switch] while still keeping Spiritomb fairly bulky. Drifblim and Froslass are also OHKOed most of the time. A positive Attack nature ensures they are KOed, but the lack of bulk becomes apparent quickly and there are other sets Spiritomb can run if it wants to be offensive.</p>

<p>The lack of attack diversity means that this set is severely walled by any bulky Pokemon who resists Dark-type attacks. This makes Fighting-type attacks, such as Superpower, Close Combat, or Focus Blast, necessary additions to your team. Moltres is another viable teammate, since it is able to do a huge amount of damage to Steel-types with Overheat and Fighting-types with Air Slash. Spiritomb's fellow Dark-types also won't enjoy taking hits from either of these Pokemon.</p>

<p>Status will also ruin this set's strategy, since a burnt Spiritomb is about as threatening as Spinda. Therefore, having an answer to this and other status effects is suggested. Guts Pokemon, such as Hariyama and Swellow, are fine choices, although Swellow's wings are clipped if it's paralyzed. Defensive status absorbers, such as Clefable and the lesser seen Milotic, are also great choices, though Clefable's Fighting-type weakness is more complementary to Spiritomb than Milotic's Grass- and Electric-type weaknesses. Aromatherapy or Heal Bell are also welcome additions, just in case Spiritomb can't avoid being statused.</p>

[SET]
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Shadow Ball / Dark Pulse
move 4: Hidden Power Fighting / Will-O-Wisp
item: Leftovers
nature: Calm
evs: 252 HP / 140 Def / 116 SpD

[SET COMMENTS]

<p>Spiritomb can abuse Rest, Sleep Talk, and Pressure to be an amazing staller. Shadow Ball and Hidden Power Fighting provide unresisted type coverage; however, Will-O-Wisp definitely has its uses in such a physically dominated metagame. If using Will-O-Wisp, Dark Pulse keeps Normal-types like Toxic Orb Ursaring or Clefable from walling this set.</p>

[ADDITIONAL COMMENTS]

<p>Toxic Spikes helps Spiritomb overcome its shabby offenses. Nidoqueen is a fair choice for a Toxic Spiker, as is Drapion. Nidoqueen's access to both Stealth Rock and Toxic Spikes make it a great support-only teammate, while Drapion's access to Swords Dance makes [yeah… its Attack sucks but Swords Dance is what actually makes it scary] it a formidable threat. Both also have access to phazing moves (Roar and Whirlwind, respectively) to spread the status around. Omastar is also a great option; it can set up all three entry hazards, giving you "more bang for your buck".</p>

<p>Spiritomb and Toxic Spikes can stall out just about everything barring Steel- and Poison-types. Unfortunately, these two types are hardly similar (Steel-types tend to be very bulky, while Poison-types are typically speedier and offensive); whomever you choose to battle these Pokemon must be able to take hits and deal them out. Donphan is an excellent team member in this respect, since it has quite respectable physical stats. To handle Steel-types separately, packing a mixed wall breaker, such as Blaziken, is acceptable. While many Poison-types will have a secondary type with a weakness you can exploit, all but Drapion and Skuntank also share a weakness to Psychic-type moves (just watch out for Toxicroak's super effective Sucker Punch).</p>

[SET]
name: Mono Attacker
move 1: Rest
move 2: Sleep Talk
move 3: Calm Mind
move 4: Dark Pulse
item: Leftovers
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]

<p>Spiritomb's lack of weaknesses makes running a single attack set viable. The idea here is simple: Calm Mind until Spiritomb is in the critical zone, Rest off the damage, and Sleep Talk to either get another boost or to strike with STAB Dark Pulse.</p>

[ADDITIONAL COMMENTS]

<p>The EVs and nature allow Spiritomb to be as physically bulky as possible - the number of UU physical sweepers outnumbers the special attackers by enough to warrant such a dedicated spread.</p>

<p>[Houndoom definitely needs to be mentioned first cause it takes lol% from Dark Pulse and can NP up; Absol takes a little more but still lol% and can SD up; also mention that most teams deal with Spiritomb by saccing a Pokemon to get it into critical health then finish it with the next Pokemon] Spiritomb will have troubles against the likes of Clefable (and Alakazam to a lesser extent) due to its tendency to run Encore. Taunters, such as Ambipom, will also cause problems. These pseudo-statuses are best absorbed by sweepers such as Absol. [pseudo-status is confusion not Encore/Taunt, and there’s nothing specific about Absol except that it’s a sweeper] Sweepers’ strategies aren't disrupted by either move, making them the best partners for such a defensive Spiritomb. Absol's physical movepool also gives it super effective options for all three of the mentioned Pokemon: Night Slash for Alakazam (and Froslass) and Super Power for Clefable and Ambipom.</p>

[SET]
name: CurseTomb
move 1: Curse
move 2: Will-O-Wisp
move 3: Rest
move 4: Dark Pulse / Shadow Ball
item: Leftovers
nature: Calm
evs: 252 HP / 140 Def / 116 SpD

[SET COMMENTS]

<p>This Spiritomb set is best used on hardcore stall teams. On these teams, this set creates a "win condition", resulting in an inevitable loss for your opponent. Since many stall teams focus primarily on status, entry hazards, and phazing in order to win, taking down that last Pokemon may be difficult for your team. Someone like Curse + Rest Registeel would be a nightmare for stall teams, since it takes negligible damage from entry hazards, cannot be infected with Toxic-esque poison (or any other status for very long, due to Rest), and cannot be phazed out, since it is the last Pokemon your opponent has. Taking down Registeel may seem impossible for such a team, but Spiritomb's somewhat gimmicky move, Curse, creates a secondary status effect that will soundly KO Registeel.</p>

<p>The other moves in this set act as secondary options after Spiritomb's Curse has been inflicted. Will-O-Wisp adds a primary status to complement Curse's damage, while Rest helps bring Spiritomb back to full health after Curse takes half of its total HP. Rest also allows Spiritomb to "stack" Curses; while restoring Spiritomb's health, it will also increase the secondary damage done by 25% for each Curse. Dark Pulse and Shadow Ball are mostly filler options to ensure Taunt doesn't shut down Spiritomb, although both attacks have useful secondary effects (Shadow Ball's Special Defense drop is more useful, although no Pokemon is immune to Dark Pulse)</p>

[ADDITIONAL COMMENTS]

<p>As stated previously, this set only has merits as part of a stall team that has problems getting a win condition; on any other team, this Spiritomb will be more dead weight than anything else. Still, there are a few teammates that Spiritomb will enjoy in the late game of a stall match. Heal Bell or Aromatherapy support is almost mandatory on stall teams, making Pokemon like Clefable, Chansey, and Umbreon great partners. All three of these Pokemon can also provide Wish support for your team.</p>

[Optional Changes]

<p>Spritomb's other moves tend to be either outclassed or too gimmicky to be used effectively. Confuse Ray is an okay disabling move, especially coming from a Pokémon that has no weaknesses and nice defenses, although relying on hax to KO opponents is typically a bad choice. Spiritomb also learns Psychic, but its type coverage is a bit limited. Dark Pulse's flinch chance is less useful than Shadow Ball's Special Defense drop, especially on a Pokémon as slow as Spiritomb. Ominous Wind, having a 10% chance to boost all its stats, is an option, but its 60 Base Power is disappointing, even though it gets a STAB boost. Still, if the boost in all stats is activated, Spiritomb would become a very hard Pokémon to KO. Snatch and Psych Up could spring surprises if your opponent is not prepared for either, and Spite can be used in combination with Pressure to quickly PP stall your opponent.</p>

<p>Spiritomb's contrasting roles means its EV spread can be quite variable. After maximizing HP (a necessity on a Pokémon with such a low HP Base Stat), trainers tend to focus the rest of the EVs and nature on a single stat, be it the offensive choices or defensive choices. Trying to EV Spiritomb to be a mixed anything will greatly mitigate its usefulness, since none of its Base Stats are that great, especially Speed. In fact, the only time Spiritomb should be investing in Speed EVs is when it's running a Quiet nature to ensure it outspeeds Steelix and Slowbro.</p>

[Counters]

<p>The best way to take down Spiritomb is with status; burn will cripple the physical sets, while poison cuts Spiritomb's time on the field considerably. Taunt and Encore are also very useful, especially against Rest variants. Since Spiritomb can't deal huge damage without boosts, Chansey, Clefable, and Registeel can handle anything Spiritomb throws at them either before it starts accumulating Calm Mind boosts or after it Tricks its Choice Band away. Blaziken and Houndoom can both absorb Will-O-Wisp and sponge Dark-type attacks with ease, and Houndoom can also set up with Nasty Plot.</p>
 

jc104

Humblest person ever
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Changes in bold. Removals in red.

1st set, set comments:

<p>This set is slightly more aggressive than the other sets because its main purpose is to deal immediate damage early in the match. Spiritomb is quite versatile in terms of attacking from both ends of the spectrum, meaning it will usually pose a huge problem for the opposing team early in the match. Furthermore, Spiritomb boasts great typing and good bulk, making it a difficult Pokemon to take down.</p>

<p>Shadow Ball hits remarkably hard and can 2HKO many common leads in UU (with the exception of Ambipom).( There is no need to qualify your sentence twice. )
Hidden Power Fighting gives Spiritomb perfect neutral coverage, as it hits Normal- and Steel-types for super effective damage. Hidden Power Rock could replace Hidden Power Fighting in order to hit Swellow and Moltres, since both are often seen in the lead slot. Shadow Sneak is an absolute given in the third slot, as it prevents Alakazam and Mismagius from having an easy sweep. The final slot is a toss-up between Pursuit and Sucker Punch. Pursuit lets Spiritomb trap and OHKO the quantifiable increase of Ghost- and Psychic-types in UU (you are OHKOing the Ghosts and Psychics, not the increase. Go for something like “OHKO the Ghost- and Psychic-types that have increased significantly in number.” I should also add that perhaps you should avoid mentioning short-term metagame changes). However, Sucker Punch is a good alternative in order to strike faster Pokemon in tight situations. With either Sucker Punch or Pursuit, Ambipom and Uxie will have to think twice before using U-turn on Spiritomb.</p>



CB

Choice Band Spiritomb puts your opponent in a pinch thanks to its double strategy; it can either strike with boosted physical attacks or Trick its Choice Band onto one of the opposing Pokemon, rendering them next to useless for the remainder of the match.</p>

<p>The attacks listed are fairly fine (“fairly good” would also be fine)attacking choices, but this set really shines as a lead. Shadow Sneak will 2HKO even the bulkiest of Froslass leads, while an Ambipom switching out will be taking more than 90% from a Choiced Pursuit. Sucker Punch will leave big holes in anything trying to attack Spiritomb, while Will-O-Wisp allows you to cripple one of your opponent's physical sweepers (just be wary of locking yourself into a status move (you could add a similar comment about being locked into sucker punch)).</p>

[ADDITIONAL COMMENTS]

<p>Due to the nature of this set, Spiritomb will be forced to switch around a lot. For this reason, it is very useful to scout your opponent's team and find out about as many of their Pokemon as you can. U-turning Pokemon, such as Uxie and Ambipom, are great teammates to scout with. Uxie's access to status effects, such as Yawn, combined with its stellar defenses makes it a great dedicated scout. Ambipom, on the other hand, is a more offensive scout, since Fake Out, Taunt, and U-turn are all viable options. Both of these Pokemon are weak to attacks that Spiritomb can switch in on with impunity (Dark- and Fighting-type attacks), making it even easier to keep Spiritomb a major threat


Defensive lead

<
p>Spiritomb's defenses make it an excellent tank. Sucker Punch is an extremely powerful attack to have in today's metagame due to the prevalence of frail sweepers like Mismagius, Alakazam, Porygon-Z, and Ambipom. Pursuit is another staple of any leading Spiritomb since it severely cripples scout leads, such as Ambipom. Will-O-Wisp deals with physical attackers who may try to switch in on Spiritomb and take advantage of its somewhat lopsided EV spread. Taunt is an option available to Spiritomb if it finds itself being used as set up fodder for sweepers like Calm Mind Raikou or Curse Umbreon. Pain Split gives Spiritomb a somewhat reliable form of recovery.</p>

[ADDITIONAL COMMENTS]

<p>The Attack EVs ensure offensive Mismagius and Rotom are OHKOed by Sucker Punch while still keeping Spiritomb fairly bulky. Drifblim and Froslass are also OHKOed most of the time. A positive Attack nature ensures they are KOed, but the lack of bulk becomes apparent quickly and there are other sets Spiritomb can run if it wants to be offensive.</p>

<p>The lack of attack diversity means that this set is severely walled by any bulky Pokemon who resists Dark-type attacks. This makes Fighting-type attacks, such as Superpower, Close Combat, or Focus Blast, necessary additions to your team. Moltres is another viable teammate, since it is able to do a huge amount of damage to Steel-types with Overheat and Fighting-types with Air Slash. Spiritomb's fellow Dark-types also won't enjoy taking hits from either of these Pokemon (you only mentioned one specific pokemon).</p>

<p>Status will also ruin this set's strategy, since a burnt Spiritomb is about as threatening as Spinda (an exaggeration – it has WoW and decent defences.) Therefore, having an answer to this and other status effects is suggested. Guts Pokemon, such as Hariyama and Swellow, are fine choices, although Swellow's wings are clipped if it's paralyzed. Defensive status absorbers, such as Clefable and the lesser seen Milotic, are also great choices, though Clefable's Fighting-type weakness is more complementary to Spiritomb than Milotic's Grass- and Electric-type weaknesses. Aromatherapy or Heal Bell are also welcome additions, just in case Spiritomb can't avoid being statused.</p>


RestTalk

p>Spiritomb can abuse Rest, Sleep Talk, and Pressure to be an amazing staller. Shadow Ball and Hidden Power Fighting provide unresisted type coverage; however, Will-O-Wisp definitely has its uses in such a physically dominated metagame. If using Will-O-Wisp, Dark Pulse keeps Normal-types like Toxic Orb (Ursaring walls it equally with and without Toxic orb) Ursaring or Clefable from walling this set.</p>

[ADDITIONAL COMMENTS]

<p>Toxic Spikes helps Spiritomb overcome its shabby offenses. Nidoqueen is a fair choice for a Toxic Spiker, as is Drapion. Nidoqueen's access to both Stealth Rock and Toxic Spikes make it a great support-only teammate, while Drapion's access to Swords Dance makes it a formidable threat. Both also have access to phazing moves (Roar and Whirlwind, respectively) to spread the status around. Omastar is also a great option; it can set up all three entry hazards, giving you "more bang for your buck".</p>

<p>Spiritomb with Toxic Spikes can stall out just about everything barring Steel- and Poison-types. Unfortunately, these two types are hardly similar (Steel-types tend to be very bulky, while Poison-types are typically speedier and offensive); whomever you choose to battle these Pokemon must be able to take hits and deal them out. Donphan is an excellent team member in this respect, since it has quite respectable physical stats. To handle Steel-types separately, packing a mixed wall breaker, such as Blaziken, is acceptable. While many Poison-types will have a secondary type with a weakness you can exploit, all but Drapion and Skuntank also share a weakness to Psychic-type moves (just watch out for Toxicroak's super effective Sucker Punch).</p>



Mono-attacker, additional comments

<p>The EVs and nature allow Spiritomb to be as physically bulky as possible - the number of UU physical sweepers outnumbers the special attackers by enough to warrant such a dedicated spread.</p>

<p>Houndoom and Absol are some of the nastiest opponents Spiritomb will face, since they take negligible damage from Dark Pulse and use Spiritomb as setup fodder. Spiritomb will also have troubles against the likes of Clefable (and Alakazam to a lesser extent) due to its tendency to run Encore. Taunters, such as Ambipom, will also cause problems. Sweepers’ strategies aren't disrupted by either move, making them the best partners for such a defensive Spiritomb (setup sweepers are disrupted). Absol's physical movepool also gives it super effective options for all three of the mentioned Pokemon: Night Slash for Alakazam (and Froslass) and Superpower for Clefable and Ambipom.</p>


You also used the word "Hax" once. I think that this should be replaced with "luck" as the analyses are generally written in standard English.
 

macle

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[Overview]

<p>Spiritomb tends to reside in one of two niches: anti-metagame lead or defensive staller. It is capable of threatening many of today's top leads with brute strength and crippling walls who switch in with a Tricked Choice item. On the other side of the coin, Spiritomb's lack of weaknesses and bulk make it an ideal stalling wall; RestTalk is a great strategy for Spiritomb thanks to Pressure. It also makes an excellent Rapid Spin blocker if your team is in need of someone to fill this role. Although its defenses, immunities, and resistances are somewhat lacking, Spiritomb has become quite an unpredictable and useful Pokémon in the Underused metagame.</p>
good job
 
this could use a few updates seeing as the tier has changed a bit since you last touched it.

spiritomb definitely needs its defensive set at the very top. i'm not sure why you have it labeled as a defensive lead. take out those attack evs and put them into special defense. i'm not sure what spread is the most common these days but i think it's some combination of special defense and defense with an emphasis on spdef. i don't think the exact spread really matters since there are so many different variations on it. someone else will probably suggest the one they use.

pursuit or sucker punch and will o wisp should be mandatory on this set. shadow sneak, and shadow ball should be other options for attacks, with a mention of psychic. recovery wise it should have rest or pain split mentioned as possibilities but perhaps not slashed in. toxic should be mentioned as an option instead of will o wisp to wear down bulky things and fire pokemon.

maybe uhhhhh

will o wisp
pursuit / sucker punch
sucker punch / shadow sneak / shadow ball
psychic / pain split

or something like that. like i said, the exact evs and moves shouldn't matter TOO much because of the massive variation in spiritomb usage. just get the general idea down (what the purpose of the set is, etc) and make sure you say something along the lines of what i just said about variance.

the other sets look ok though.
 

Eo Ut Mortus

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I tested Spiritomb for QC; here's what I have in mind for the set order and such.

name: Specially Defensive
move 1: Shadow Sneak
move 2: Pursuit
move 3: Dark Pulse / Shadow Ball
move 4: Psychic / Will-O-Wisp / Pain Split
item: Leftover
nature: Sassy
evs: 252 HP / 4 Def / 252 SpD

-has main use as a switch-in to Alakazam, Mismagius, and Rotom as well as utility in trapping common leads such as Uxie, Mesprit, and Ambipom.
-moveset is a clusterfuck. Shadow Sneak is almost a must; Pursuit can be abandoned if you don't care about immediately eliminating Alakazam / Mismagius, although I would argue that both are too threatening to not carry Pursuit for.
-Dark Pulse / Shadow Ball is mainly for WOW Mismagius and hitting stuff.
-Psychic is for Toxicroak and Fighting-types (paired with Dark Pulse), Will-O-Wisp for Fighters not named Hariyama and other physical attackers. Pain Split is for recovery; pair with Shadow Ball for Fighting-types. Normal-types are usually all dealt with by Pursuit (Ambipom, CB Tauros locked into Return, etc.) or don't care about Dark Pulse anyway (Chansey, Clefable)
-Mention Rest in set comments if you have a cleric

---

name: Defensive
move 1:
Dark Pulse / Shadow Ball
move 2: Will-O-Wisp / Hidden Power Fighting
move 3: Rest
move 4: Sleep Talk
item: Leftovers
nature: Calm
evs:
252 HP / 140 Def / 116 SpD

-Mention Curse over Sleep Talk in set comments.
-Mention Psychic for Toxicroak / other Fighters
-Is there anything special about the EV spread, because I think sticking to one defense (in this case, Defense) would be better.

name: Choice Band
move 1:
Shadow Sneak
move 2: Sucker Punch
move 3: Trick
move 4: Pursuit / Will-O-Wisp
item: Choice Band
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def


-Mention Return in set comments as Spiritomb's strongest attack (outside of Sucker Punch) Hits Milotic, Fighters, switch-ins (compared to Sucker Punch).

----

name: Pure Attacker (Lead)
move 1: Shadow Ball
move 2: Hidden Power Fighting / Hidden Power Rock
move 3: Shadow Sneak
move 4: Pursuit / Sucker Punch
item: Spooky Plate
nature: Quiet
evs: 244 HP / 48 Atk / 204 SpA / 12 Spe

-Nothing of note to add that I can recall at the moment.

---

name: Mono Attacker
move 1: Rest
move 2: Sleep Talk
move 3: Calm Mind
move 4: Dark Pulse
item: Leftovers
nature: Bold
evs: 252 HP / 252 Def / 4 SpD


-This is fine.

All for now unless I forgot something. Basically, I merged Curse and RestTalk into one set, changed the defensive lead into a more specially defensive Psychic / Ghost trapper and pushed it to the front (because of the prominence of said Psychic- and Ghost-types, I believe it is the most useful set as of now).






whistle edit: Eo is taking this over, so I'm moving it.
 

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