Spiritomb

Pressure
Enemy attacks lose one extra PP. Increases wild encounter rate.
Type Tier
Ghost / Dark UU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
50
- 125 157 -
Atk
92
100 112 144 158
Def
108
115 128 160 176
SpA
92
100 112 144 158
SpD
108
115 128 160 176
Spe
35
49 55 87 95

Overview

One of the most prominent and useful Pokemon in the Underused metagame, Spiritomb should by no means be underestimated. He is arguably the best counter to Ghost-, Psychic-, and Fighting-type Pokemon in the metagame, and he is the only one who can successfully check all of them at the same time. Additionally, he is a fantastic spinblocker; while Mismagius and Rotom have an arguably better ability in Levitate, he more than makes up for this imperfection with his better overall defenses, wide array of immunities, and access to priority moves. Unfortunately, this collection of spirits has his fair share of faults. His lack of an instant recovery move and Levitate makes him somewhat easy to wear down, and though he has a plethora of immunities, he has no other resistances to switch in on. Furthermore, Spiritomb's offensive coverage is depressingly small; other than Dark- and Ghost-type attacks, which offer rather redundant coverage, he has very few attacking options. All in all, Spiritomb is undoubtedly one of the most useful defensive Pokemon in the metagame, as his ability to single-handedly counter most Ghost-, Psychic-, and Fighting-type Pokemon in the metagame is undeniably appreciated by many teams.

Name Item Nature

Specially Defensive

Leftovers Sassy
Moveset EVs
~ Shadow Sneak / Sucker Punch
~ Pursuit
~ Psychic
~ Dark Pulse / Rest / Will-O-Wisp
252 HP / 4 Def / 252 SpD

Taking advantage of Spiritomb's various immunities and fantastic defenses, this set is arguably the best check to Ghost- and Psychic-types in the metagame. With Pursuit to trap the aforementioned Pokemon, in addition to Shadow Sneak to quickly dispatch them should they stay in, Spiritomb forces opponents into a dangerous guessing game. Furthermore, Spiritomb isn't limited to checking Ghost- and Psychic-types; depending on the move used in the third slot, Spiritomb can check even more Pokemon thanks to his lack of weaknesses. This set is even usable in the lead position due to its ability to trap common leads such as Ambipom, Uxie, Mesprit, and Alakazam. Despite the poor type coverage this set possesses, Spiritomb isn't really hindered much, because this set is simply designed to check a variety of Pokemon rather than attempt to severely damage teams.

Shadow Sneak gives Spiritomb priority and is useful for finishing off faster Pokemon who are weak to it. However, Sucker Punch is a viable option if Shadow Sneak ends up doing too little damage for your tastes; note, however, that it's much easier for the opponent to set up on Sucker Punch should you predict poorly. Pursuit traps and removes Ghost- and Psychic-types; the former is especially important, since removing Ghost-types makes it much easier to spin away entry hazards. With Psychic, Spiritomb can also counter Fighting-types, as they typically lack a means of damaging Spiritomb severely. In particular, it nails Toxicroak, who is usually bulky enough to take Shadow Sneak and Dark Pulse, as well as Blaziken, who tends to attempt to switch into Dark Pulse. Spiritomb is also capable of beating weakened Life Orb Venusaur one-on-one with Psychic and Shadow Sneak (assuming Sleep Clause is active). Dark Pulse is a reliable attack to hit Ghost- and Psychic-types harder than Shadow Sneak or Pursuit, should they stay in, and Ghost-types with Will-O-Wisp can't cut its power by burning Spiritomb. However, should you use an attack other than Psychic in the third slot, Shadow Ball becomes a better option to retain the ability to hit Ghost- and Psychic-type Pokemon for super effective damage while simultaneously striking Fighting-types for neutral damage.

Team Options & Additional Comments >>>
Name Item Nature

Choice Band

Choice Band Adamant
Moveset EVs
~ Shadow Sneak
~ Pursuit
~ Sucker Punch
~ Trick
252 HP / 252 Atk / 4 Def

Choice Band Spiritomb packs quite a bit of power while still serving as as a decent revenge killer and a marvelous check to frail Psychic- and Ghost-type Pokemon such as Alakazam, Mismagius, and Rotom. Furthermore, it puts heavy pressure on the opponent to predict perfectly, as each of Spiritomb's moves can be devastating if they make the wrong choice.

Pursuit and Shadow Sneak form the crux of Spiritomb's revenge-killing abilities. With both of these moves in tandem, Spiritomb can put the opponent in a pinch, as they must choose between switching out and risk taking a powerful Pursuit, or staying in and risk getting smashed by Shadow Sneak. Furthermore, with Sucker Punch in Spiritomb's arsenal, it's even harder for the opponent to attempt to stay in and attack. However, it should be noted that Sucker Punch must be used sparingly unless Spiritomb has already Tricked away his Choice Band; Sucker Punch is one of the worst attacks to be locked into, and every set-up sweeper can take advantage of it with ease. Trick allows Spiritomb to remove his Choice Band if necessary, while simultaneously crippling one of the opponent's defensive Pokemon. Spiritomb may also use Return over one of the moves on this set, as it's his strongest move outside of Sucker Punch, and it can hit switch-ins such as Milotic and Fighting-types harder than any of Spiritomb's other moves.

Team Options & Additional Comments >>>
Name Item Nature

All-Out Attacker (Lead)

Spooky Plate Quiet
Moveset EVs
~ Shadow Ball
~ Hidden Power Fighting
~ Shadow Sneak
~ Pursuit / Sucker Punch
244 HP / 48 Atk / 204 SpA / 12 Spe

Spiritomb is a superb choice for a lead, as he matches up well against common leads such as Ambipom, Uxie, Mesprit, Alakazam, and Mismagius. Spiritomb has the ability to 2HKO many Spikes leads, though since he's so slow, they will often get at least two layers of entry hazards up. 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 with both physical and special attacks, meaning he will usually pose a huge problem for the opposing team early in the match. Furthermore, Spiritomb boasts great typing and good bulk, making him a difficult Pokemon to take down.

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 common leads such as Swellow and Moltres. Shadow Sneak is an absolute must 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 the aforementioned Alakazam and Mismagius. However, Sucker Punch is a decent alternative in order to strike faster Pokemon in tight situations for much more damage than Shadow Sneak could muster. With either Sucker Punch or Pursuit in his arsenal, Ambipom and Uxie will have to think twice before using U-turn on Spiritomb.

Team Options & Additional Comments >>>
Name Item Nature

Defensive

Leftovers Calm
Moveset EVs
~ Dark Pulse
~ Will-O-Wisp
~ Rest
~ Sleep Talk
252 HP / 140 Def / 116 SpD

Spiritomb's lack of recovery can often be a massive thorn in his side, as it makes it so much easier to wear him down. However, the combination of Rest and Sleep Talk remedies this problem to some degree. Unfortunately, Rest and Sleep Talk do take up two moveslots, which limits Spiritomb's coverage and makes it much easier for opposing Pokemon to deal with him. Will-O-Wisp does help in this regard to cripple most physical attackers, but with only it and Dark Pulse, as well as the overall unreliability of Sleep Talk, Spiritomb can become a liability against sweepers such as Houndoom. Nonetheless, should you wish to use Spiritomb on a dedicated stall team, this set fits perfectly to allow Spiritomb to keep spinblocking and weathering hits throughout a match.

Team Options & Additional Comments >>>
Name Item Nature

Mono-Attacker

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

Thanks to Spiritomb's lack of weaknesses to target, in addition to a STAB move that nothing is completely immune to, he makes a surprisingly good boosting sweeper that becomes difficult to counter with anything other than specialized counters such as Haze Milotic and Curse Registeel. Furthermore, after a single Calm Mind, Spiritomb possesses absurd defenses that become extremely difficult to break as more and more boosts are accumulated, barring an unlucky critical hit. Additionally, because of Spiritomb's slew of immunities, setting up a ton of Calm Minds isn't a difficult task. This set works extremely well as a late game sweeper, as once you've removed the opponent's specialized counters, Spiritomb will become exceedingly difficult to stop.

Rest and Sleep Talk form an excellent means of recovery for Spiritomb, allowing him to cure himself of status and damage while not being a liability as he sleeps. With Spiritomb's bulk, Pressure, and Rest, it's also possible to stall out some low PP attacks that could severely harm Spiritomb. Calm Mind boosts Spiritomb's Special Defense to extraordinary levels after just one boost, and can quickly make him quite a threat after a few boosts. Dark Pulse acts as Spiritomb's reliable offensive attack, as nothing is fully immune to it, and it has decent neutral coverage. However, Shadow Ball is also an option over Dark Pulse should you find bulky Fighting-types troublesome, but this will cause Spiritomb to be utterly walled by every Normal-type in the tier. Hidden Power Fighting is also an option over Sleep Talk should you find the added coverage necessary, but this isn't really recommended since leaving Spiritomb completely useless for two turns of Rest is not desirable.

Team Options & Additional Comments >>>

Other Options

Spiritomb's movepool is pitifully precise, and as such, there are few other options that he can use. Spiritomb has a variety of PP draining moves, such as Grudge and Spite, which can quickly stall out an opposing Pokemon's PP alongside Pressure. However, these are usually a gimmicky option, as draining the opponent of PP is not really an optimal way to take down a Pokemon. Spiritomb also has self-sacrifice moves such as Destiny Bond, Memento, and the aforementioned Grudge, but Spiritomb doesn't make a good user of these moves due to his poor Speed and good defenses. Alternative status-inducing moves such as Hypnosis and Confuse Ray are interesting, but they're typically worse than Will-O-Wisp in the long run. Spiritomb does have Nasty Plot to boost his Special Attack quickly and sweep, but his pathetic Speed undermines this attempt.

Checks and Counters

Spiritomb's varied sets can make him somewhat difficult to counter, but all the same, the general idea against him is to slowly wear him down, whether via status or simply by moderately strong attacks. Since Spiritomb does not have reliable recovery, only immunities and no resistances, and is prone to every type of entry hazard, he can be worn down more easily than you might expect. Eventually, unless Spiritomb possesses Rest, he will faint. On the occasions that Spiritomb does carry Rest, Pokemon with Taunt or Substitute will usually do well, as Spiritomb will usually have only one fairly weak offensive move in these cases. For example, Substitute Aggron can easily set up a Substitute against Spiritomb and proceed to demolish with Head Smash. Opposing RestTalkers can also take advantage of Spiritomb's tendency to lack offensive power to proceed to set up and rip through the team. Entry hazards are also useful, and Pokemon who can set them up, such as Omastar, Cacturne, and Roselia, will have no problems setting them up against Spiritomb.

As far as specific Pokemon go, Houndoom and Blaziken are by far the best counters. Houndoom is resistant to both of Spiritomb's STAB moves, benefits from Will-O-Wisp, can strike Spiritomb hard with Fire Blasts, and only has to fear the rare Hidden Power Fighting or Ground. Blaziken has a resistance to Dark-type attacks and is immune to Will-O-Wisp, which gives him plenty of opportunities to switch in and hit Spiritomb hard. However, it should be noted that Blaziken must be wary of switching into Psychic, as it will easily take a large chunk out of his health. Similarly, other Dark-types such as Drapion and Absol work well, though they must be wary of switching into Will-O-Wisp. On the flip side, bulky Fire-types do decently, being immune to Will-O-Wisp and taking neutral damage from the rest of Spiritomb's attacks bar Hidden Power Ground. Arcanine is the best option out of these, with access to Morning Sun to heal himself and a strong Flare Blitz to strike Spiritomb with. Bulky Pokemon in general, such as Registeel, Clefable, Chansey, and Milotic, also tend to wall Spiritomb, as he usually lacks enough power to beat them, and they can simply stall him out with Toxic or boost up alongside him.