Spiritomb [4F]*

Xia

On porpoise
is a Contributor Alumnus
Status: Complete

This really needed done.

If I need to expand on any section, please let me know.



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

[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

<p>This set is slightly more aggressive compared to the other sets because the main purpose of the set is to deal immediate damage early in the match. Spiritomb is quite versatile in terms of attacking at both ends, meaning it will usually pose a huge problem on the opposing team early in the match. Furthermore, Spiritomb boasts great typing and good bulk, making Spiritomb 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 could 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 due to the quantifiable increase of Ghost- and Psychic-types; it allows Spiritomb to successfully trap and OHKO them. 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 when 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 use Shadow Ball on the common leads for the most part, and it ultimately needs the consistent 20% boost all the time.</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 that Flying-type resistance and Stealth Rock to help it deal with Flying-types..</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>

<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 so it isn't locked into a useless move. 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 it has at its disposal. 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 as well. Sucker Punch is an extremely powerful attack to have in today's metagame due to the increased usage of priority attacks 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, where it can be played as part of your defensive core.</p>

<p>The Attack EVs ensures Mismagius and Rotom are OHKOed by either of Spiritomb's Dark-type attacks, while still remaining fairly bulky. Drifblim and Froslass are also capable of being KOed, although neither is a guarenteed OHKO. 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 Registeel, Steelix, and any Pokemon who resists Dark-type attacks in general. 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 won't enjoy taking hits from either of these Pokemon, 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, 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>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, and Dark Pulse keeps Normal-types, such as Toxic Orb Ursaring or Clefable, from being able to wall this set.</p>

<p>Toxic Spikes will help 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 tank a hit 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>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 allows Spiritomb to be as physically bulky as possible&mdash;the number of UU physical sweepers outnumbers the special attackers 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, such as Absol. These Pokemon's strategies aren't disrupted by either of these moves, making them the best candidates to place with 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 Spiritomb 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 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 primarily 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; by restoring Spiritomb's health, it can increase the secondary damage done by 25% for each Curse. Dark Pulse and Shadow Ball are mostly filler options to ensure Taunt doesn't kill off 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>

[Team Options]
<p>Since Spiritomb is typically seen as either a lead or as a defensive Pokemon, the aid it can receive is typically dependent on which niche it resides in on your team. Lead sets can't ask for much in terms of teammate set up, though defensive threats will have a heavy reliance on Stealth Rock, Toxic Spikes, and Spikes. Stealth Rock will shave the HP off of pesky Fire-types who switch in against Will-O-Wisp, as well as serve as a great deterrant against enemy stallers, such as Moltres and Walrein. Toxic Spikes are really helpful when Spiritomb is on a stall oriented team, though sets that run Will-O-Wisp are better off without them - the entry status makes Will-O-Wisp useless against everything but Poison- and Steel-types.</p>

<p>As previously mentioned, Spiritomb will struggle against Fire-types. Commonly seen foes, such as Arcanine and Blaziken, are put in their place by a relatively powerful Earthquake, though the offensive capabilities of these Pokemon tends to make switching in a hassle. Therefore, pairing Spiritomb up with the likes of Donphan, Altaria, and Dugtrio is recommended. Donphan poses an immediate risk to these Pokemon with STAB Earthquake, though it doesn't want to tussle with Blaziken if it's running Hidden Power Ice or Hidden Power Grass. Altaria is a decent switch-in against these foes, since it can Dragon Dance up, Roost off the damage, and then launch powerful Earthquakes at the foe. Dugtrio is a somewhat lesser option, due to its pathetic defenses, though it is unmatched when it comes to revenge killing.</p>

<p>Spiritomb's resistances makes switching it into battle fairly easy, assuming you have a well-balanced team. Pairing Spiritomb with defensive walls like Registeel, Regirock, Chansey, or Clefable is a great idea, since they tend to lure Fighting-type attacks - the perfect time to bring Spiritomb into the fray. Spiritomb is also immune to Psychic-type attacks, meaning it is right at home with the likes of Hariyama and Toxicroak. Many of the listed Pokemon will struggle with Flying-types like Toxic Orb Swellow and Moltres, though Spiritomb will have little trouble against either. Worst case scenario will force you to switch back and forth between Spiritomb and its bulky teammates until Toxic damage or Life Orb recoil do the two threats in. This is where Chansey and Clefable become great teammates, thanks to their ability to pass Wish.</p>

<p>Lead sets will also enjoy having these partners to turn to when they're forced out, since Spiritomb will most likely encounter these same situations after your opponent's lead has either switched out or been KOed. These sets will have more problems with status, however, so make sure you're able to remove these crippling conditions often and quickly. Aromatherapy and Heal Bell, along with the previously mentioned Wish, go a long way in keeping Spiritomb healthy, though if Toxic Spikes are problematic you may want to invest in a Poison-type who can immediately get rid of them. The two Poison-types whom Spiritomb will enjoy having as partners are Drapion and Toxicroak; Drapion's bulk lets it switch in repeatedly, while Toxicroak's offensive capabilities make it a fearsome threat (not to mention it draws Psychic-type attacks like a magnet).</p>

[Other Options]
<p>Though Spiritomb has access to Dark Pulse, it is typically a lesser option, since Shadow Ball's chance to lower the foe's Special Defense outclasses Dark Pulse's flinch rate on such a slow Pokemon.</p>

<p>Spiritomb is a successful user of Spite, though this strategy has lost popularity.</p>

<p>Ominous Wind, having a 10% chance to boost all its stats, is an option, but its 60 Base Power will inevitably put off a lot of people, even though it gets STAB. Still, if the boost in all stats is activated, Spiritomb would become a very hard Pokémon to KO.</p>

<p>Snatch and Psych Up could spring surprises if your opponent is not prepared for either.</p>

<p>Confuse Ray is an okay disabling move, especially coming from a Pokémon that has no weaknesses and nice defenses.</p>

<p>Spiritomb also learns Psychic, but its type coverage is a bit limited.</p>

[EVs]
<p>Spiritomb should always be investing heavily in HP EVs, due to how low the Base Stat is. From there, it comes down to how you plan on playing Spiritomb. Offensive sets should focus either solely on one attacking stat or have an extreme bias towards one, since splitting the EVs between Attack and Special Attack equally will mitigate Spiritomb's damage output. Defensive sets, on the other hand, have the option of being mixed, though many people place an emphasis on one side or the other based on their team's needs. Speed is a stat that Spriritomb shouldn't be too worried about boosting; a base 35 Pokemon doesn't have much to outspeed. 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>

[Opinion]
<p>If your team needs a Spin blocker, anti-lead, or status absorber, Spiritomb is a shoo-in on pretty much any team. Spiritomb can also be used as a counter to powerful UU threats like Ambipom and Alakazam. The catch is Spiritomb's lack of resistances; if it comes in on the wrong move it'll be next to useless, since its horrid Speed doesn't give it time to recover from the hit. Keep this fact in the back of your head, but also know that Spiritomb's usage is a reflection on how well it performs its various roles.</p>

[Counters]
<p>Registeel and Steelix are good answers to sets not running Hidden Power Fighting, though Registeel doesn't even fear these if Spiritomb hasn't taken the time to collect some boosts. However, Trick will completely stop these Pokemon, so it's in your best interest to scout Spiritomb long enough to know which set it's running before switching in either of these Pokemon.</p>

<p>Fire-types, especially Houndoom and Blaziken, are able to outplay the stalling sets with ease, thanks to a Will-O-Wisp immunity and a resistance to Dark-type attacks. Guts Pokemon enjoy Will-O-Wisp as well.</p>

<p>As stated earlier, Chansey, Registeel, and Clefable are able to weather any blows the lead sets may send their way. These Pokemon also have access to status. Clefable and Chansey are able to outstall most Spiritomb with a combination of Toxic and Softboiled, assuming they don't take too much damage before switching in.</p>

<p>The bulky Dark-types Umbreon and Drapion are able to wall off Spiritomb with relative ease. Umbreon can outstall all but the Resting sets with a moveset containing Toxic, Wish, and protect, while Drapion's offensive capabilities allow it to dispose of Spiritomb with relative ease. Drapion will have to watch out for Will-O-Wisp, however.</p>

<p>Status effects will quickly take care of Spiritomb. Burn does a real number on any of the physical sets, while poison is recommended for the stalling sets. To defeat the RestTalk and Mono Attacker sets, try a Taunter; it completely ruins their strategy. Paralysis is a decent option, though halving Spiritomb's Speed isn't as beneficial to you as halving its Attack or forcing it into submission with Toxic.</p>
 
I would say the mono attacking set deserves mention. It can be pretty hard to get rid of if you're short a few key pokemon on your team (taunt, encore, etc), although it's quite easy to stop if you do have them. Also, are you planning to add more sets?
 
Crotomb definitely needs to be up there. 252hp/def bold with CM, Dark Pulse, Rest, Sleep Talk.
 

Xia

On porpoise
is a Contributor Alumnus
Alright, will include Mono Attacker Spiritomb. Thanks for the input you guys.

@Diesel: I've included all of the sets I've tested, though if you have another set you'd like added, please let me know.
 
<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 good attacking choices, but this set really shines as a lead. Shadow Sneak will 2HKO even the bulkies of Froslass leads, while an Ambipom switching out will be taking more than 90% from a Choice Banded 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>Due to the nature of this set, Spiritomb will be forced to switch around a lot so it isn't locked into a useless move. For this reason, it is very useful to scout your opponent's team, and find out as many of their Pokemon as you can. Pokemon with U-Turn like 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 that it has at its disposal. 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>

<p>Toxic Spikes will help Spiritomb overcome its shabby offenses. Nidoqueen and Drapion are both fair choices for a Toxic Spiker. 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>
Just a few things I found that I felt needed correcting in your post. I omitted the ones I felt were correct.
 
You forgot to mention Blaziken / Arcanine being able to switch into all the sets in the TO paragraphs. Especially Blaziken since it resists Dark Pulse and hits harder.
 
October Stats:
| Spiritomb | Nature | Careful | 29.4 |
| Spiritomb | Nature | Bold | 23.2 |
| Spiritomb | Nature | Impish | 14.1 |
| Spiritomb | Move | Will-o-wisp | 62.5 |
| Spiritomb | Move | Pursuit | 48.0 |
| Spiritomb | Move | Pain Split | 42.4 |
| Spiritomb | Move | Shadow Sneak | 35.3 |
| Spiritomb | Move | Rest | 34.9 |
| Spiritomb | Move | Sucker Punch | 26.4 |

IDK how much has changed since the end of October, but I think a physical attacking defensive set is in order. I used the "Starter Set" from the on-site analysis with tweaked EVs, and found it very effective. It's good for trapping sweepers (Pursuit) and neutralizing others (WoW). I always underestimate how hard Sucker Punch hits, also, it can take a lot of weakened sweepers out. The one thing it doesn't do well is eat status, so I ran Aromatherapy along side it on one of my stall teams and it worked very well. I would definitely make a mention in TO about how nice it is to not give a shit if something uses Toxic on Tomb. Burning things like Donphan is also nice if they catch a case and stay in after you spin block. Also, with all the CMers running around, it's dangerous as a wall to only rely on two special moves, so I definitely a physical set should be in there. So maybe specify that this "Starter Set" works better as a check to sweepers and spin blocker (slightly better), and the ResTalk is better for stalling, which the physical set can have trouble doing.
 

Xia

On porpoise
is a Contributor Alumnus
You forgot to mention Blaziken / Arcanine being able to switch into all the sets in the TO paragraphs. Especially Blaziken since it resists Dark Pulse and hits harder.
I made a mantion of this in the Mono Attacker set, though since they're such universal problems I plan on mentioning them in the actual Team Options section, as well as under Counters.
 

Xia

On porpoise
is a Contributor Alumnus
At twashley's request, I've added j. franky's lead set to the OP.

I've also added Team Options and would like to see some proofreads, if it's not too much for my fellow grammar nazis. =3
 

Darkmalice

Level 3
is a Tiering Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnus
With the RestTalk set, Dark Pulse should be given a slash over Shadow Ball, as it is definitely the superior option when using Will-O-Wisp thanks to Shadow Ball being completely walled by Normal-types.
 

Xia

On porpoise
is a Contributor Alumnus
With the RestTalk set, Dark Pulse should be given a slash over Shadow Ball, as it is definitely the superior option when using Will-O-Wisp thanks to Shadow Ball being completely walled by Normal-types.
I've added it in. Thanks for mentioning that.
 
Just a minor nitpick :

<p>Without a doubt, Chansey, Registeel, and Clefable can handle hits from Spiritomb without breaking a sweat. As such, Lum Berry Gallade is an excellent partner with Spiritomb in order to check Chansey, Registeel, and Clefairy throughout the course of the match. Lum Berry ensures Gallade can switch in more recklessly on the former three.</p>
Shouldn't that be Clefable?
 

Xia

On porpoise
is a Contributor Alumnus
Thank you Misc. =]

EDIT: And you're right about my comma usage; Eo Ut Mortus is constantly fixing that for me. If you see any instance where I should rewrite a section for better flow or anything please let me know. =]
 
On the first set, I don't see why Spiritomb is running 12 Speed EVs, especially because the set itself doesn't say so. At Base 35 Speed, it's not like Spiritomb is outrunning anything, and I don't think any other Pokemon sit at exactly that speed bracket, so it mainly seems to be for other Spiritomb. If this set is considered the standard, there's no point in EVing it to just barely outrun other Spiritomb. It's not like it's a huge deal, but if the set is standard then you shouldn't encourage the "add 4 more Spe EVs" game.
 
On the first set, I don't see why Spiritomb is running 12 Speed EVs, especially because the set itself doesn't say so. At Base 35 Speed, it's not like Spiritomb is outrunning anything, and I don't think any other Pokemon sit at exactly that speed bracket, so it mainly seems to be for other Spiritomb. If this set is considered the standard, there's no point in EVing it to just barely outrun other Spiritomb. It's not like it's a huge deal, but if the set is standard then you shouldn't encourage the "add 4 more Spe EVs" game.
12 Speed EVs allow Spiritomb to outpace Steelix and Slowbro.
Does this answer your question? You're more than welcome to disagree with the EV spread, but at least argue on the relevant point.
 

Xia

On porpoise
is a Contributor Alumnus
If you can get past his acidic tongue, Lemiwinks MkII's post explains why those EVs are in Speed.
 
Oh, I forgot to take Quiet nature into account. Although my point that it should be mentioned in the EV section still stands. One little sentence tucked away in the Set Comments isn't enough, and the sentence should probably mention how it outspeeds with a Quiet nature.
 

Darkmalice

Level 3
is a Tiering Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnus
unters]
<p>Registeel and Steelix are good answers to sets not running Hidden Power Fighting, though Registeel doesn't even fear these if Spiritomb hasn't taken the time to collect some boosts. Trick, however, will completely stop these Pokemon, so it's in your best interest to scout Spiritomb long enough to know which set it's runing before switching in either of these Pokemon.</p>

<p>Fire-types, especially Houndoom and Arcanine, are able to outplay the stalling sets with ease, thanks to a Will-O-Wisp immunity and taking little damage from Dark Pulse. (Arcanine doesn't have a Dark-type resist). Guts Pokemon enjoy Will-O-Wisp remove "provides" as well.</p>

<p>As stated earlier, Chansey, Registeel, and Clefable are able to weather any blows the lead sets may send their way. These Pokemon also have access to status. Clefable and Chansey are able to outstall most Spiritomb with a combination of Toxic and Softboiled, assuming they don't take too much damage before switching in.</p>

<p>Status effects will quickly take care of Spiritomb. Burn does a real number on any of the physical sets, while poison is reccomended for the stalling sets. To defeat the RestTalk and Mono Attacker sets, try a Taunter; it completely ruins their strategy. Paralysis is a decent option, though halving Spiritomb's Speed isn't as beneficial to you as halving its Attack or forcing it into submision with Toxic.</p>
 

Xia

On porpoise
is a Contributor Alumnus
Thanks Darkmalice. I had originally meant to put Blaziken over Arcanine, which explains why they would both have a Dark-type resistance.

Also, statuses aren't supposd to be capitalized, for future reference. ;]
 
<p>Fire-types, especially Houndoom and Claziken, are able to outplay the stalling sets with ease, thanks to a Will-O-Wisp immunity and a resistance to Dark-type attacks. Guts Pokemon enjoy Will-O-Wisp as well.</p>
Just noticed this on a quick glance over.

*EDIT*
I just noticed that most of the first set's posted calcs seem to be slightly off. I happened to notice this when I did the calcs for Donphan (I was surprised that it took so little damage) on libelldra and then proceeded to check all the others; only Spiritomb and obviously Froslass seem to have correct calcs for them. Here's what I'm getting:

Uxie:
297 Atk vs 297 Def & 354 HP (96 Base Power): 206 - 246 (58.19% - 69.49%)

Alakazam:
297 Atk vs 206 Def & 314 HP (96 Base Power): 300 - 354 (95.54% - 112.74%)

Omastar:
297 Atk vs 176 Def & 344 HP (96 Base Power): 175 - 207 (50.87% - 60.17%)

Cloyster:
297 Atk vs 150 Def & 304 HP (96 Base Power): 204 - 241 (67.11% - 79.28%)

Arcanine:
297 Atk vs 196 Def & 369 HP (96 Base Power): 157 - 186 (42.55% - 50.41%)

Donphan:
297 Atk vs 156 Def & 384 HP (96 Base Power): 196 - 232 (51.04% - 60.42%)
 

Xia

On porpoise
is a Contributor Alumnus
Thanks Magic; it's 2:30 where I'm at. ;P

EDIT: Hrm. I'm not sure why you and j. franky (or whomever he got his calcs off of) are different. Before I switch any of the calculations, though, I'm going to try and get ahold of j. franky to see what's going on with his calcs. If he doesn't respond in the next day or so I'll throw yours in over his (since Libelldra is the one almost everyone uses).
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top