Spiritomb

Pressure
Enemy attacks lose one extra PP. Increases wild encounter rate.
Infiltrator
The wielder bypasses the foe's Light Screen, Reflect, Mist, and Safeguard.
Type Tier
Ghost / Dark RU
Level 5 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
50
- 21 24 -
Atk
92
13 15 18 19
Def
108
15 17 20 22
SpA
92
13 15 18 19
SpD
108
15 17 20 22
Spe
35
9 10 13 14
  • Rarelyused

Overview

Spiritomb is one of only three fully evolved Pokemon in the game with no type weaknesses at all. Its typing gives it handy immunities to Normal-, Fighting-, and Psychic-type attacks, making it a potent spinblocker that can beat almost all of RU's prominent Rapid Spin users, including Hitmonchan, Kabutops, and Cryogonal. Its decent mixed attacking stats let it go either physical or special, but they will almost always require a significant boost to be of much use. However, Spiritomb's shallow movepool means that no matter what it runs, it will always be walled by Steel-types such as Ferroseed, Steelix, and Klinklang. All in all, Spiritomb is a great Pokemon in the RU tier, but not one that immediately threatens your opponent's team.

Name Item Ability Nature

All-Out Attacker

Choice Band / BlackGlasses Pressure Adamant
Moveset EVs
~ Shadow Sneak
~ Sucker Punch
~ Pursuit
~ Trick / Will-O-Wisp
248 HP / 252 Atk / 8 SpD

Spiritomb's primary set is an all-out attacking set that plays numerous roles for a team. It heavily relies on prediction, although BlackGlasses slightly remedies this issue; nevertheless, it is a great set to eliminate Rapid Spin users such as Cryogonal, which will take heavy damage from a Choice Band-boosted Pursuit. Hitmonchan and Kabutops don't want to switch into Spiritomb either, as they risk getting neutered by Will-O-Wisp. Spiritomb can also get rid of other Ghost-types that prevent your team from eliminating hazards, either by beating them to the punch with Sucker Punch as they try to go for the 2HKO or by trapping them with Pursuit as they switch to a teammate on a predicted Sucker Punch.

However, it is advised to be careful when using a Choice Band Sucker Punch, as Spiritomb then becomes setup fodder for bulky sweepers that can take the Sucker Punch with a reasonable amount of health left and proceed to sweep the rest of your team, such as Feraligatr. Shadow Sneak is a great asset late-game, as all of your opponent's Pokemon will be weakened, allowing it to 2HKO nearly everything that doesn't resist it with the help of entry hazards. It is also a good countermeasure against Bulk Up Gallade, and OHKOes offensive Rotom after Stealth Rock. The last slot is mostly dependent on the item Spiritomb holds. Trick is the recommended move to go along with a Choice Band, crippling Eviolite users such as Ferroseed, walls that won't hit that hard such as Steelix, or Pokemon that rely on their coverage to be effective, such as Absol. Will-O-Wisp is recommended with BlackGlasses, as being locked into it is usually not the best idea. It cripples Pokemon such as Hitmonchan and Kabutops, which rely on their offensive presence in order to be effective Rapid Spin users.

Team Options & Additional Comments >>>
Name Item Ability Nature

Calm Mind

Leftovers Pressure Bold
Moveset EVs
~ Calm Mind
~ Dark Pulse
~ Rest
~ Sleep Talk
252 HP / 252 Def / 4 SpD

Unlike the all-out attacking set, which focuses on hitting as hard as possible right away, this set aims to set up a sweep over a long period of time, hitting from the special side. Note that this is not the Pokemon for offensive special sweeps; you are better off using Uxie or Lilligant for that. Calm Mind boosts Spiritomb's average Special Attack, while also making it increasingly harder to KO with each boost. Dark Pulse is the STAB mono-attacking move of choice, as it is the most powerful move that Spiritomb has in its arsenal with no Pokemon that are immune to it. Rest provides recovery, extending Spiritomb's sweep, although with it you are forced to run Sleep Talk to avoid becoming setup bait. While asleep, Spiritomb can do any of three things: hit something hard with Dark Pulse, boost its stats further, or give your opponent a free turn by selecting Rest. However, Rest and Sleep Talk are necessities, as Pain Split generally doesn't cut it as an effective recovery move.

Team Options & Additional Comments >>>
Name Item Ability Nature

Defensive

Leftovers Pressure Impish
Moveset EVs
~ Will-O-Wisp
~ Pain Split / Rest
~ Shadow Sneak
~ Foul Play / Sucker Punch
252 HP / 192 Def / 64 SpD

Spiritomb can run a more defensive set, with an emphasis on taking hits and spreading status. It can take hits from all of RU's top physical attackers, including Aggron, Druddigon, and Archeops, and proceed to cripple them with Will-O-Wisp. Pain Split is semi-reliable, and works best on something slower such as Steelix or Ferroseed after taking a large hit. Rest is a lot more reliable recovery, but leaves Spiritomb setup fodder for two turns, meaning cleric support is required if it is used. Shadow Sneak is a reliable STAB priority move, although it is rather weak without any investment. Foul Play is very useful on defensive Spiritomb, as it allows Spiritomb to use the opponent's attack boosts against them, discouraging setup attempts from threats such as Gallade, Feraligatr, and Bouffalant. Sucker Punch is a much more powerful STAB move, but it is unreliable against opposing walls.

Team Options & Additional Comments >>>

Other Options

Spiritomb has a couple of other setup moves in its movepool that it can make use of. Curse is a perfect move for Spiritomb's stat spread, but sadly, Spiritomb is a Ghost-type, meaning it will only lose half its health when it uses Curse. Nasty Plot could work, although the Calm Mind set outclasses it. Also, while Spiritomb has access to Taunt, it is too slow to make any use of it, although it could work well in tandem with Sucker Punch. Spiritomb also gets both Rain Dance and Sunny Day, but Uxie is a better team supporter with its access to Stealth Rock, Thunder Wave, and U-turn.

Checks and Counters

Mandibuzz is the best counter to Spiritomb. It takes almost nothing from both physical and special sets, can use Taunt to avoid status and Trick, and phazes Calm Mind boosts with Whirlwind. Steelix is another solid counter to Spiritomb, although it doesn't like burn or getting Tricked a Choice Band as much. However, it still resists every move in Spiritomb's arsenal and can use either Roar or Dragon Tail to phaze. Klinklang can avoid status through the use of Substitute, and can set up to +6 with little to fear. Aggron isn't hit hard at all by Spiritomb, and OHKOes even the defensive set after only a little residual damage. Hariyama simply wants to get burned to activate Guts, and can set up Bulk Up to prepare a sweep. Druddigon is bulky enough to take a couple of hits and hits hard with Outrage, OHKOing the defensive set with two layers of entry hazards. Entei can't be burned, has good bulk, and also OHKOes the defensive set with two layers of entry hazards. Poliwrath easily sets up on Spiritomb, and a Choice Band-boosted Shadow Sneak won't break its Substitute after just one Bulk Up. Finally, Magneton is very bulky with Eviolite and can set up a free Substitute, slowly boosting its Special Attack with Charge Beam while Spiritomb can't do anything back to it.