YNM
formerly yNot Mence
Spiritomb
"Spiritomb is formed by a collection of 108 spirits, some of which are ill-natured. This collection of spirits is known for its misdeeds; thus, as punishment, the spirits were trapped to its Odd Keystone by a traveler using a mysterious spell. Some Spiritomb are up to 500 years old." - Bulbapedia
"It used to have no weaknesses, it used to have a good life... then everything changed when the Fairy nation attacked." - YNM
"Spiritomb is formed by a collection of 108 spirits, some of which are ill-natured. This collection of spirits is known for its misdeeds; thus, as punishment, the spirits were trapped to its Odd Keystone by a traveler using a mysterious spell. Some Spiritomb are up to 500 years old." - Bulbapedia
"It used to have no weaknesses, it used to have a good life... then everything changed when the Fairy nation attacked." - YNM
BASE STAT | LEVEL 100 STAT RANGE |
---|---|
HP: 50 | 210-304 |
ATK: 92 | 170-311 |
DEF: 108 | 198-346 |
SPA: 92 | 170-311 |
SPD: 108 | 198-346 |
SPE: 35 | 67-185 |
BST: 485 |
Notable Moves
Offensive Moves:
Dark Pulse, Foul Play, Hex, Night Shade, Phantom Force, Psychic, Psyshock, Shadow Ball, Shadow Sneak, Stored Power, Sucker Punch, Tera Blast, Icy Wind, Snarl
Utility Moves:
Calm Mind, Curse, Destiny Bond, Disable, Memento, Nasty Plot, Pain Split, Substitute, Taunt, Trick, Trick Room, Will-O-Wisp
Introduction
"Wait, who's this guy? Where's Morkal?" unfortunately Morkal is in my basement, and he won't be able to leave until he finishes writing his next post. Until then, enjoy the second mon to ever share the Ghost/Dark dual-type! Despite its solid bulk and typing, Spiritomb's mediocre movepool and average abilities have always restrained it from shining competitively in higher tiers. Still, with some proper support and with the right strategy Spiritomb has a viable niche in hazard-centred teams as a consistent Spin blocker, due to its ability to switch into Great Tusk and check it, potentially threatening it with a burn or a tricked item. So let's address the elephant in the tomb and see just how good this mon can be! Offensive Moves:
Dark Pulse, Foul Play, Hex, Night Shade, Phantom Force, Psychic, Psyshock, Shadow Ball, Shadow Sneak, Stored Power, Sucker Punch, Tera Blast, Icy Wind, Snarl
Utility Moves:
Calm Mind, Curse, Destiny Bond, Disable, Memento, Nasty Plot, Pain Split, Substitute, Taunt, Trick, Trick Room, Will-O-Wisp
Introduction
Spiritomb Summarized Advantages
This is a "too long, didn't read" section for people who want a quick summary of Spiritomb's advantages without reading the whole kilometric post.
- Spiritomb's typing and great bulk allows it to switch into pretty much every Spinner in the meta, disrupting their attempts to get rid of hazards.
- Spiritomb benefits heavily from the addition of Tera, which allows it to remove its one and only type weakness, being fairy, and potentially turning the tables against otherwise problematic mons, like Iron Valiant.
- Spiritomb is one of the few mons able to learn Pain Split in the current meta, and by far its best user thanks to a combination of low HP and solid defenses, considerably improving its longevity on the field.
- Spiritomb's access to Will-O-Wisp turns it into an even better check for the Spinners in the tier, considering that the vast majority of them are physical attackers, and prevents physical sweepers from snowballing through the team.
- Spiritomb's Will-O-Wisp additionally boosts its STAB Hex, which coming from a respectable 92 base SpA is able to deal quite some damage uninvested, to the point of easily 2HKOing Tusk, Quaquaval and Treads, and 3HKOing common mons like Rotom-W and Bulky Garchomp.
- The combination of Trick and Lagging Tail can grant Spiritomb a degree of speed control, making wannabe counters like Iron Moth, Greninja and Volcarona think twice before switching into it.
- Lagging Tail also allows Spiritomb to move before its opponent, giving it the chance to use Pain Split to recover most of its health back after an attack. Combined with Icy Wind, it further improves Spiritomb's speed control capabilities.
Spiritomb's shiny is one of the best in the entire game, allowing you to significantly improve your team's drip.
Trick+Will-O-Wisp Spin Blocker
Spiritomb @ Lagging Tail
Ability: Infiltrator
Tera Type: Steel or Fairy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Trick
- Will-O-Wisp
- Hex
- Pain Split
Utility Role Breakdown
As you can see, even after getting Knocked Off Spiritomb can still use Trick to get rid of the opposing mon's item, and it can take enough hits to ensure it gets at least one Pain Split off its enemy. Getting rid of your opponents item through Trick comes incredibly in handy while facing mons like Volcarona, which heavily rely on Heavy-Duty Boots in order to switch into hazards.
In this other clip, Trick and Will-O-Wisp come in clutch to stop Dragonite from setting up, and Glimmora gets 2HKOd by Hex after falling asleep. To get a better grasp of the defensive capabilities of Spiritomb, let's take a look at some calcs.
Great Tusk Damage Calculations
Offensive set:
252 Atk Great Tusk Headlong Rush vs. 248 HP / 252+ Def Spiritomb: 135-160 (44.5 - 52.8%) -- 23.8% chance to 2HKO
252 Atk Great Tusk Earthquake vs. 248 HP / 252+ Def Spiritomb: 112-133 (36.9 - 43.8%) -- guaranteed 3HKO
252 Atk Great Tusk Knock Off (97.5 BP) vs. 248 HP / 252+ Def Spiritomb: 73-87 (24 - 28.7%) -- 98.4% chance to 4HKO
252 Atk Great Tusk Ice Spinner vs. 248 HP / 252+ Def Spiritomb: 61-72 (20.1 - 23.7%) -- guaranteed 5HKO
Defensive set:
0 Atk Great Tusk Earthquake vs. 248 HP / 252+ Def Spiritomb: 93-111 (30.6 - 36.6%) -- 60.6% chance to 3HKO
0 Atk Great Tusk Knock Off (97.5 BP) vs. 248 HP / 252+ Def Spiritomb: 61-72 (20.1 - 23.7%) -- guaranteed 5HKO
Iron Treads Damage Calculations
Offensive set:
252 Atk Iron Treads Earthquake vs. 248 HP / 252+ Def Spiritomb: 102-120 (33.6 - 39.6%) -- guaranteed 3HKO
252 Atk Iron Treads Iron Head vs. 248 HP / 252+ Def Spiritomb: 81-96 (26.7 - 31.6%) -- guaranteed 4HKO
252 Atk Iron Treads Knock Off (97.5 BP) vs. 248 HP / 252+ Def Spiritomb: 66-78 (21.7 - 25.7%) -- 1.5% chance to 4HKO
Utility set:
0 Atk Iron Treads Earthquake vs. 248 HP / 252+ Def Spiritomb: 82-97 (27 - 32%) -- guaranteed 4HKO
0- SpA Iron Treads Volt Switch vs. 248 HP / 8 SpD Spiritomb: 33-39 (10.8 - 12.8%) -- possible 8HKO
Glimmora Damage Calculations
Sash lead set:
252 SpA Glimmora Earth Power vs. 248 HP / 8 SpD Spiritomb: 91-108 (30 - 35.6%) -- 31.5% chance to 3HKO
252 SpA Glimmora Sludge Wave vs. 248 HP / 8 SpD Spiritomb: 72-85 (23.7 - 28%) -- 92.2% chance to 4HKO
252 SpA Glimmora Power Gem vs. 248 HP / 8 SpD Spiritomb: 121-144 (39.9 - 47.5%) -- guaranteed 3HKO
Choice Specs set:
252 SpA Choice Specs Glimmora Earth Power vs. 248 HP / 8 SpD Spiritomb: 137-162 (45.2 - 53.4%) -- 35.5% chance to 2HKO
252 SpA Choice Specs Glimmora Sludge Wave vs. 248 HP / 8 SpD Spiritomb: 108-128 (35.6 - 42.2%) -- guaranteed 3HKO
252 SpA Choice Specs Glimmora Power Gem vs. 248 HP / 8 SpD Spiritomb: 183-216 (60.3 - 71.2%) -- guaranteed 2HKO
These damage levels clearly demonstrate that Spiritomb is not a fragile mon; after all, it does share its Bulk with the Rotom forms.Offensive set:
252 Atk Great Tusk Headlong Rush vs. 248 HP / 252+ Def Spiritomb: 135-160 (44.5 - 52.8%) -- 23.8% chance to 2HKO
252 Atk Great Tusk Earthquake vs. 248 HP / 252+ Def Spiritomb: 112-133 (36.9 - 43.8%) -- guaranteed 3HKO
252 Atk Great Tusk Knock Off (97.5 BP) vs. 248 HP / 252+ Def Spiritomb: 73-87 (24 - 28.7%) -- 98.4% chance to 4HKO
252 Atk Great Tusk Ice Spinner vs. 248 HP / 252+ Def Spiritomb: 61-72 (20.1 - 23.7%) -- guaranteed 5HKO
Defensive set:
0 Atk Great Tusk Earthquake vs. 248 HP / 252+ Def Spiritomb: 93-111 (30.6 - 36.6%) -- 60.6% chance to 3HKO
0 Atk Great Tusk Knock Off (97.5 BP) vs. 248 HP / 252+ Def Spiritomb: 61-72 (20.1 - 23.7%) -- guaranteed 5HKO
Iron Treads Damage Calculations
Offensive set:
252 Atk Iron Treads Earthquake vs. 248 HP / 252+ Def Spiritomb: 102-120 (33.6 - 39.6%) -- guaranteed 3HKO
252 Atk Iron Treads Iron Head vs. 248 HP / 252+ Def Spiritomb: 81-96 (26.7 - 31.6%) -- guaranteed 4HKO
252 Atk Iron Treads Knock Off (97.5 BP) vs. 248 HP / 252+ Def Spiritomb: 66-78 (21.7 - 25.7%) -- 1.5% chance to 4HKO
Utility set:
0 Atk Iron Treads Earthquake vs. 248 HP / 252+ Def Spiritomb: 82-97 (27 - 32%) -- guaranteed 4HKO
0- SpA Iron Treads Volt Switch vs. 248 HP / 8 SpD Spiritomb: 33-39 (10.8 - 12.8%) -- possible 8HKO
Glimmora Damage Calculations
Sash lead set:
252 SpA Glimmora Earth Power vs. 248 HP / 8 SpD Spiritomb: 91-108 (30 - 35.6%) -- 31.5% chance to 3HKO
252 SpA Glimmora Sludge Wave vs. 248 HP / 8 SpD Spiritomb: 72-85 (23.7 - 28%) -- 92.2% chance to 4HKO
252 SpA Glimmora Power Gem vs. 248 HP / 8 SpD Spiritomb: 121-144 (39.9 - 47.5%) -- guaranteed 3HKO
Choice Specs set:
252 SpA Choice Specs Glimmora Earth Power vs. 248 HP / 8 SpD Spiritomb: 137-162 (45.2 - 53.4%) -- 35.5% chance to 2HKO
252 SpA Choice Specs Glimmora Sludge Wave vs. 248 HP / 8 SpD Spiritomb: 108-128 (35.6 - 42.2%) -- guaranteed 3HKO
252 SpA Choice Specs Glimmora Power Gem vs. 248 HP / 8 SpD Spiritomb: 183-216 (60.3 - 71.2%) -- guaranteed 2HKO
You can watch the full replays of the previous clips here:Trick+Icy Wind Speed Control
Spiritomb @ Lagging Tail
Ability: Infiltrator
Tera Type: Fairy
EVs: 248 HP / 200 Def / 60 SpA
Bold Nature
IVs: 0 Atk
- Trick
- Icy Wind
- Shadow Ball
- Pain Split
Utility Role Breakdown
While this set fits pretty much the same role as the previous one, it also provides some extra benefits through the use of offensive moves such as Icy Wind and Shadow Ball. This slightly more Offensive variant of Spiritomb grants a better degree of speed control against its foes, and in particular allows to better check common lead Hazard setters such as Garchomp and Glimmora. But does the overall strategy of the team change? Well, it kinda does. That's because Spiritomb, besides preventing hazards from leaving the field as a Spin blocker, also acts as an offensive tuner for its teammates, which can take advantage of the Speed drops from Icy Wind to enter the field and revenge-kill the opponent's mons. These teammates can therefore run more offensively oriented natures, such as Modest (e.g. Specs Gholdengo) and Adamant (e.g. Banded Baxcalibur), without having to worry about getting potentially outsped by the enemy. In addition to this, Spiritomb's lower bulk investment isn't really relevant enough to incapacitate its defensive capabilities, and the slightly higher Special Attack allows it to more consistently threaten common Ghost types such as Gholdengo, Dragapult and Skeledirge, besides also making it able to easily 2HKO Offensive Garchomp with Icy Wind. Let's watch some other clips to get a better understanding of its utility:Spiritomb @ Lagging Tail
Ability: Infiltrator
Tera Type: Fairy
EVs: 248 HP / 200 Def / 60 SpA
Bold Nature
IVs: 0 Atk
- Trick
- Icy Wind
- Shadow Ball
- Pain Split
Utility Role Breakdown
(Specs Draco never kills Tomb, so it wouldn't have mattered regardless)
Team Support Options
Hazard Support
Not only will Ting-Lu and Clodsire offer incredible utility support to your teams, both through Hazards and other Status moves like Whirlwhind and Toxic, but they are required in your teams and will be your main win condition: the whole strategy of which Spiritomb is a part of revolves around setting Hazards on the field, in order to chip your foes to the point of being easily KOd by your other mons. Ting-Lu and Clodsire are also amazing special walls, and will provide a solid defensive core to your team. You obviously don't need to run both of them at the same time, so pick whichever fits better in your team.Disclaimer: While both Garchomp and Glimmora also provide good hazard support, they are not as bulky as the former mons mentioned, and will therefore be more susceptible to getting KOd by your opponent's mons. You can still use them just fine, but they'll probably fit better in more Offensively-oriented teams.
Defensive Support
As you all probably know, Spiritomb's only type weakness is Fairy. So what better teammates than mons that can resist this type? Both Gholdengo and Amoonguss have an incredibly good defensive typing, which coincidentally also cover most of each other's weaknesses! Spiritomb provides both a solid Dark neutrality for Gholdengo and a Psychic immunity for Amoonguss, while the two can easily pivot into any Fairy attack, mainly those coming from Iron Valiant (which they check easily). Gholdengo is also an amazing teammate for Spiritomb since it's by far the best Hazard keeper in the meta, blocking both potential Defogs and Rapid Spins; despite this, Gholdengo often loses 1v1 to Great Tusk, which can then safely remove the Hazards from your opponent's side of the field. Thankfully, as I've shown you earlier, Spiritomb has a great matchup against Tusk, providing good support for the overall strategy of the team. Amoonguss on the other hand is just a great mon all around, providing great utility with Spore+Clear Smog/Toxic, and being able to safely pivot to check your opponent's attacks, since it can Regenerate the damage by simply switching out.Conclusion
This was quite the work, I have no idea how Morkal manages to do this all by himself... I'll may have to free him soon. Seriously though, huge shoutout to him for helping me out and being an amazing person! I'm happy that Spiritomb actually managed to be good in OU, my initial goal was to get to 1500 on the ladder with it but I even managed to get to the 1600s! I may use it again soon, cause it has been a fun mon to play with. And huge thanks to you guys for reading this mile-long post about some random NU mon! I hope you enjoyed this work, stay tuned for Morkal's next post!