Status: WIP
The experience I have with Spiritomb in the current metagame comes from using it on old-style stall teams that I play for fun, competitively, of course. I originally intended on only using two sets, but after talking to people on #stark I felt that the inclusion of the old Rest-Talker was merited. I'm only going to post two sets today, because I've got to get on a plane, but I promised that I would have something up in a few days.
http://www.smogon.com/dp/pokemon/spiritomb
[SET]
name: Mono Calm Mind
move 1: Dark Pulse
move 2: Calm Mind
move 3: Rest
move 4: Sleep Talk
item: Leftovers
nature: Bold
evs: 252 HP / 252 Def / 4 SpD
<p>With Calm Mind to boost its special stats, Rest to clear status and recover health, and Pressure to drain the PP of its opponents, Spiritomb is an excellent countermeasure against heavy stall teams. It can come in on Blissey and easily set up while only taking a maximum of 21% from an Ice Beam or Flamethrower. Although it can't 2HKO the special wall after 6 Calm Minds, Spiritomb can PP stall Blissey, forcing her to Struggle. Unfortunately, Skarmory can still phaze with Whirlwind, but it can't kill you as Brave Bird doesn't even 3HKO. This means that Spiritomb wins if it is the last Pokemon. A heavy stall team's only other recourse against this Spiritomb is Celebi, who may phaze you with Perish Song. However, Celebi is 2HKOed by a +1 Dark Pulse or OHKOed is Stealth Rock and a full contingent of Spikes are on the field. Furthermore, due to Pressure, Perish Song only has 4 PP. All these scenarios illustrate the difficulty that a standard heavy stall team has in dealing with this Spiritomb set.</p>
<p>Spiritomb also functions as an excellent spin blocker. On average, a defensive Starmie's Surf deals around 33% damage without Calm Mind's boosts factored in. Still, though, you should try to avoid switching in on a Surf if you can help it, as with Stealth Rock you can be 3HKOed. Also, new offensive spinner Starmies with Life Orbs are gaining in popularity, so be wary of them in general. Against other Rapid Spinners, you can switch in with impunity, as Forretress and Tentacruel don't hit as hard as Starmie, which makes them setup fodder.</p>
<p>Aside from these abilities, Spiritomb is also perhaps the best counter in the game to Azelf and Gengar, who normally pose problems for stall teams due to the threat of Exploding on Blissey. But while Spiritomb can patch up holes in your stall-oriented team, it can also create new ones. Specifically, you become complete setup fodder for sweepers such as Tyranitar, Infernape, and Lucario. Therefore, you should have Pokemon that are capable of dealing with these threats. Both Hippowdon and Gliscor can generally handle both Tyranitar and Lucario. Finding checks for Infernape is difficult due to its versatility, but using Starmie or Latias is recommended.</p>
<p>It should be apparent from this analysis that this Spiritomb is most effective on pure stall or semi-stall teams that need a solid spin blocker that can also pose a serious threat to other stall teams. As such, the remaining recommended teammates for this Pokemon are part of the standard suite of stall Pokemon. There should be a Rapid Spin user, such as Starmie or Forretress. A Toxic Spiker, examples of which are Roserade, Forretress, or Tentacruel, is another good choice, if only to make sure that you aren't forced to stall Blissey out of its PP. A Spiker, Skarmory or Forretress, is also recommended to further the residual damage inflicted against the opponent.</p>
[SET]
name: Countering Utility
move 1: Sucker Punch / Shadow Ball
move 2: Pursuit / Taunt / Shadow Ball
move 3: Pain Split
move 4: Will-O-Wisp
item: Leftovers
nature: Careful / Sassy
evs: 252 HP / 44 Atk / 212 SpD
<p>This set, aside from remaining a solid spin blocker, is an excellent counter to numerous threats such as Azelf, Gengar, Rotom-A, Machamp, and certain Starmie, all while avoiding being setup fodder for physical sweepers due to Will-O-Wisp. The EVs are designed to maximize special bulk, while guaranteeing that a Life Orb Azelf is always OHKOed by Sucker Punch given Stealth Rock and one turn of Life Orb recoil. Gengar is dealt with similarly, although its Shadow Balls hit harder. Finally, no Rapid Spin users are getting past this set any time soon, since Starmie can only manage to deal around 26% damage with Surf, while a combination of Taunt, Pain Split, and Sucker Punch can bring it down. Unfortunately, you cannot switch into Life Orb and Choice Specs variants of Starmie due to their power, but defensive Starmie can be spotted by the Leftovers recovery anyways, so it's a minimal concern.</p>
<p>A Scarfed Rotom-A can only manage approximately 34% against you with Thunderbolt, while Sucker Punch and Pursuit give it something to think about. The 44 Atk EVs ensure a 2HKO on defensive Rotom with Sucker Punch. If you would like this Spiritomb to effectively counter defensive Rotom formes as well as offensive ones, you should use a Sassy nature and fit in Shadow Ball somewhere, because Will-O-Wisp doesn't reduce Shadow Ball's power. Bear in mind, however, that such a decision moves this set closer to one run by Rotom-A, who is holistically superior due to its typing, STAB Thunderbolt, and potentially useful signature move. Sucker Punch and Pursuit are handy moves that help Spiritomb effectively deal with Azelf, Gengar, Starmie, and others, and taking them away has consequences.</p>
<p>Unlike the Calm Mind user, this Spiritomb tends to function well on balanced teams that can take advantage of the removal of Pokemon that Spiritomb counters. With Azelf, Gengar, and Rotom-A gone from the fight, Pokemon such as Mamoswine and Flygon can more freely deal damage with Earthquake since the opponent's Levitate users are gone. Gyarados is another solid partner, since it finds it easier to set up and sweep when Gengar and Rotom-A are dealt with. This Spiritomb is countered easily by Heatran and Infernape, neither of whom care about Dark-type attacks or Will-O-Wisp. Fortunately, Gyarados is a decent check for both of them, and Latias and Starmie are also solid choices to deal with them.</p>
[SET]
name: Sleep Talker
move 1: Shadow Ball
move 2: Hidden Power Fighting / Will-O-Wisp
move 3: Rest
move 4: Sleep Talk
item: Leftovers
nature: Calm
evs: 252 HP / 96 Def / 160 SpD
[SET COMMENTS]
<p>This is the old standard set for Spiritomb: however, it has since been largely supplanted by Rotom-A, who can run a similar set with superior typing, speed, and a STAB Thunderbolt. Nevertheless, with this set, Spiritomb is still able to effectively deal with Azelf, Gengar, Machamp, and Rotom-A, while retaining the potential to PP Stall important members of stall teams such as Blissey. As a bonus, you can still stop enemy Pokemon such as Tyranitar, Lucario, and Heatran from setting up due to Hidden Power Fighting or Will-O-Wisp. Therefore, if you have decided to use Spiritomb, but are not cannot afford the drawbacks present in the above two sets, the Sleep Talker makes an excellent choice.</p>
<p>The EVs on this set ensure that an enemy Gengar's unboosted Shadow Ball is a 4HKO, which does not break the Rest-Sleep Talk cycle. The remaining EVs are poured into Defense to make Spiritomb a decent Lucario check in emergencies; a +2 LO-boosted Crunch fails to OHKO, while you can cripple Lucario with Will-O-Wisp. Bear in mind, however, that Will-O-Wisp will allow free switch-ins for Heatran, so pick your last move carefully.</p>
<p>Most balanced teams will prefer to use Rotom-A over this set because of the former's generally superior antimetagame capabilities, so you will generally employ this Spiritomb on heavy stall teams. Therefore, the teammates of this set are going to be similar to the ones of the Mono Calm Mind set. Toxic Spikes support is highly recommended to ensure that you don't have to waste much of your PP removing Blissey's PP.</p>
[Team Options]
<p>Spiritomb sets with Rest and Sleep Talk will prefer Toxic Spikes support in order to wear down Blissey and the other common opponents of a stall team, such as Swampert, Hippowdon, Celebi, etc. Additionally, Spikes and Stealth Rock are a bonus, forcing your opponent's Pokemon to heal themselves more frequently. Forretress can set up all three of the entry hazards. Skarmory is another solid candidate for putting up Spikes and Stealth Rock, while Roserade or Tentacruel can setup Toxic Spikes. The Countering Utility set, which is used on more balanced teams, is helped by Spikes and Toxic Spikes, but as it isn't being used on a stall team, the two hazards aren't as important. A Sandstorm, setup by Hippowdon or Tyranitar, can help wear down Spiritomb's opponents, but Spiritomb doesn't have instant recovery, so Sandstorm can hurt you as well by nullifying your Leftovers.</p>
<p>It is difficult to discuss Spiritomb's synergy with other Pokemon in terms of typing, since it has no immunities and very few resistances. Spiritomb's immunity to Normal-type attacks rarely comes into play, and its Psychic-type immunity matters only in the case of Azelf. The immunity to Fighting-type attacks is far more useful, as there are many Fighting-types in OU, and Pokemon such as Gengar employ such attacks as well. Pokemon that are weak to Fighting-type attacks, such as Blissey, are solid partners for Spiritomb. In return, Blissey can take the harsh special assaults that Spiritomb suffers against. Physical walls and tanks such as Skarmory, Forretress, and Hippowdon are also excellent teammates for Spiritomb, as despite Spiritomb's lack of any weaknesses, it doesn't have the greatest amount of bulk.</p>
<p>In general, Spiritomb doesn't like dealing with strong physical attackers, such as Scizor, Gyarados, Tyranitar, and Salamence. Depending on the Spiritomb set you use, you might be complete setup fodder for many of these sweepers (the Mono Calm Mind set suffers from this problem the most). All these physical attackers tend to share each other as common partners, so your team should have counters for them. Hippowdon and Bronzong are solid switch-ins to physical Salamence sets. Gyarados is handled well by Suicune (provided that you have HP Electric), Starmie, and Vaporeon, all of whom work well on defensively oriented teams. Scizor is difficult to counter in the traditional sense due to U-turn, but Steel-types such as Skarmory and Forretress make decent switch-ins to the Choice Bander. Tyranitar is the most problematic Pokemon to deal with due to its versatility, but Swampert, Hippowdon, and Gliscor make solid switch-ins.</p>
[Other Options]
<p>An interesting option is using Curse on a set with Rest, which lets Spiritomb effectively deal with last-Pokemon stat-uppers such as Jirachi or Suicune. However, using Curse is inherently risky due to the HP loss, so it ends up not being good for much besides killing off the last enemy Pokemon that your stall team is facing. Spite, which also should be used alongside Rest, can make Spiritomb an effective PP Staller. This is useful mainly against stall teams, as offensive teams aren't too bothered by PP loss, and many offensive Pokemon have the power to overcome Spiritomb. Finally, Shadow Sneak is a good move that can go over Sucker Punch if you don't like relying on the latter, but it only has half the power of Sucker Punch.</p>
[EVs]
<p>All Spiritomb sets should max out HP EVs to better take hits from both ends of the spectrum. A Mono Calm Mind set should max out Defense, because Calm Mind will be boosting its Special Defense anyways. The EVs on the other sets are optimized to avoid certain KOes, such as those from Gengar. There is little point in investing heavily into Spiritomb's Attack, since the bulk is necessary avoid 3HKOes from the likes of Rotom-A and Gengar, among others.</p>
[Opinion]
<p>Spiritomb used to be the prince of OU stall teams, with its ability to counter frustrating threats such as Azelf, Machamp, and Gengar, along with being able to run through an enemy stall team with the Mono Calm Mind set. Since then, it has fallen from grace due to the advent of Rotom-A, who has superior typing, movepool, and speed. However, Spiritomb still has tools such as Calm Mind, Sucker Punch, and Pursuit to differentiate it from its counterpart, and it remains an effective spin blocker and countermeasure against opposing stall teams.</p>
[Counters]
<p>Heracross, although rarely seen in OU, is the best counter to Spiritomb due to Guts letting it handle Will-O-Wisp and its typing giving it a resistance to Sucker Punch. It can Swords Dance in front of Spiritomb or just hit it with powerful Megahorns.</p>
<p>Heatran is another solid counter, as it can easily enter on a Will-O-Wisp and, while resisting Spiritomb's Dark- and Ghost-type attacks, hit back with powerful Fire Blasts.</p>
<p>In general, most strong physical attackers, such as Scizor, Gyarados, Salamence, and Tyranitar, can defeat Spiritomb, but Will-O-Wisp is a nuisance.</p>
The experience I have with Spiritomb in the current metagame comes from using it on old-style stall teams that I play for fun, competitively, of course. I originally intended on only using two sets, but after talking to people on #stark I felt that the inclusion of the old Rest-Talker was merited. I'm only going to post two sets today, because I've got to get on a plane, but I promised that I would have something up in a few days.
[SET]
name: Mono Calm Mind
move 1: Dark Pulse
move 2: Calm Mind
move 3: Rest
move 4: Sleep Talk
item: Leftovers
nature: Bold
evs: 252 HP / 252 Def / 4 SpD
<p>With Calm Mind to boost its special stats, Rest to clear status and recover health, and Pressure to drain the PP of its opponents, Spiritomb is an excellent countermeasure against heavy stall teams. It can come in on Blissey and easily set up while only taking a maximum of 21% from an Ice Beam or Flamethrower. Although it can't 2HKO the special wall after 6 Calm Minds, Spiritomb can PP stall Blissey, forcing her to Struggle. Unfortunately, Skarmory can still phaze with Whirlwind, but it can't kill you as Brave Bird doesn't even 3HKO. This means that Spiritomb wins if it is the last Pokemon. A heavy stall team's only other recourse against this Spiritomb is Celebi, who may phaze you with Perish Song. However, Celebi is 2HKOed by a +1 Dark Pulse or OHKOed is Stealth Rock and a full contingent of Spikes are on the field. Furthermore, due to Pressure, Perish Song only has 4 PP. All these scenarios illustrate the difficulty that a standard heavy stall team has in dealing with this Spiritomb set.</p>
<p>Spiritomb also functions as an excellent spin blocker. On average, a defensive Starmie's Surf deals around 33% damage without Calm Mind's boosts factored in. Still, though, you should try to avoid switching in on a Surf if you can help it, as with Stealth Rock you can be 3HKOed. Also, new offensive spinner Starmies with Life Orbs are gaining in popularity, so be wary of them in general. Against other Rapid Spinners, you can switch in with impunity, as Forretress and Tentacruel don't hit as hard as Starmie, which makes them setup fodder.</p>
<p>Aside from these abilities, Spiritomb is also perhaps the best counter in the game to Azelf and Gengar, who normally pose problems for stall teams due to the threat of Exploding on Blissey. But while Spiritomb can patch up holes in your stall-oriented team, it can also create new ones. Specifically, you become complete setup fodder for sweepers such as Tyranitar, Infernape, and Lucario. Therefore, you should have Pokemon that are capable of dealing with these threats. Both Hippowdon and Gliscor can generally handle both Tyranitar and Lucario. Finding checks for Infernape is difficult due to its versatility, but using Starmie or Latias is recommended.</p>
<p>It should be apparent from this analysis that this Spiritomb is most effective on pure stall or semi-stall teams that need a solid spin blocker that can also pose a serious threat to other stall teams. As such, the remaining recommended teammates for this Pokemon are part of the standard suite of stall Pokemon. There should be a Rapid Spin user, such as Starmie or Forretress. A Toxic Spiker, examples of which are Roserade, Forretress, or Tentacruel, is another good choice, if only to make sure that you aren't forced to stall Blissey out of its PP. A Spiker, Skarmory or Forretress, is also recommended to further the residual damage inflicted against the opponent.</p>
[SET]
name: Countering Utility
move 1: Sucker Punch / Shadow Ball
move 2: Pursuit / Taunt / Shadow Ball
move 3: Pain Split
move 4: Will-O-Wisp
item: Leftovers
nature: Careful / Sassy
evs: 252 HP / 44 Atk / 212 SpD
<p>This set, aside from remaining a solid spin blocker, is an excellent counter to numerous threats such as Azelf, Gengar, Rotom-A, Machamp, and certain Starmie, all while avoiding being setup fodder for physical sweepers due to Will-O-Wisp. The EVs are designed to maximize special bulk, while guaranteeing that a Life Orb Azelf is always OHKOed by Sucker Punch given Stealth Rock and one turn of Life Orb recoil. Gengar is dealt with similarly, although its Shadow Balls hit harder. Finally, no Rapid Spin users are getting past this set any time soon, since Starmie can only manage to deal around 26% damage with Surf, while a combination of Taunt, Pain Split, and Sucker Punch can bring it down. Unfortunately, you cannot switch into Life Orb and Choice Specs variants of Starmie due to their power, but defensive Starmie can be spotted by the Leftovers recovery anyways, so it's a minimal concern.</p>
<p>A Scarfed Rotom-A can only manage approximately 34% against you with Thunderbolt, while Sucker Punch and Pursuit give it something to think about. The 44 Atk EVs ensure a 2HKO on defensive Rotom with Sucker Punch. If you would like this Spiritomb to effectively counter defensive Rotom formes as well as offensive ones, you should use a Sassy nature and fit in Shadow Ball somewhere, because Will-O-Wisp doesn't reduce Shadow Ball's power. Bear in mind, however, that such a decision moves this set closer to one run by Rotom-A, who is holistically superior due to its typing, STAB Thunderbolt, and potentially useful signature move. Sucker Punch and Pursuit are handy moves that help Spiritomb effectively deal with Azelf, Gengar, Starmie, and others, and taking them away has consequences.</p>
<p>Unlike the Calm Mind user, this Spiritomb tends to function well on balanced teams that can take advantage of the removal of Pokemon that Spiritomb counters. With Azelf, Gengar, and Rotom-A gone from the fight, Pokemon such as Mamoswine and Flygon can more freely deal damage with Earthquake since the opponent's Levitate users are gone. Gyarados is another solid partner, since it finds it easier to set up and sweep when Gengar and Rotom-A are dealt with. This Spiritomb is countered easily by Heatran and Infernape, neither of whom care about Dark-type attacks or Will-O-Wisp. Fortunately, Gyarados is a decent check for both of them, and Latias and Starmie are also solid choices to deal with them.</p>
[SET]
name: Sleep Talker
move 1: Shadow Ball
move 2: Hidden Power Fighting / Will-O-Wisp
move 3: Rest
move 4: Sleep Talk
item: Leftovers
nature: Calm
evs: 252 HP / 96 Def / 160 SpD
[SET COMMENTS]
<p>This is the old standard set for Spiritomb: however, it has since been largely supplanted by Rotom-A, who can run a similar set with superior typing, speed, and a STAB Thunderbolt. Nevertheless, with this set, Spiritomb is still able to effectively deal with Azelf, Gengar, Machamp, and Rotom-A, while retaining the potential to PP Stall important members of stall teams such as Blissey. As a bonus, you can still stop enemy Pokemon such as Tyranitar, Lucario, and Heatran from setting up due to Hidden Power Fighting or Will-O-Wisp. Therefore, if you have decided to use Spiritomb, but are not cannot afford the drawbacks present in the above two sets, the Sleep Talker makes an excellent choice.</p>
<p>The EVs on this set ensure that an enemy Gengar's unboosted Shadow Ball is a 4HKO, which does not break the Rest-Sleep Talk cycle. The remaining EVs are poured into Defense to make Spiritomb a decent Lucario check in emergencies; a +2 LO-boosted Crunch fails to OHKO, while you can cripple Lucario with Will-O-Wisp. Bear in mind, however, that Will-O-Wisp will allow free switch-ins for Heatran, so pick your last move carefully.</p>
<p>Most balanced teams will prefer to use Rotom-A over this set because of the former's generally superior antimetagame capabilities, so you will generally employ this Spiritomb on heavy stall teams. Therefore, the teammates of this set are going to be similar to the ones of the Mono Calm Mind set. Toxic Spikes support is highly recommended to ensure that you don't have to waste much of your PP removing Blissey's PP.</p>
[Team Options]
<p>Spiritomb sets with Rest and Sleep Talk will prefer Toxic Spikes support in order to wear down Blissey and the other common opponents of a stall team, such as Swampert, Hippowdon, Celebi, etc. Additionally, Spikes and Stealth Rock are a bonus, forcing your opponent's Pokemon to heal themselves more frequently. Forretress can set up all three of the entry hazards. Skarmory is another solid candidate for putting up Spikes and Stealth Rock, while Roserade or Tentacruel can setup Toxic Spikes. The Countering Utility set, which is used on more balanced teams, is helped by Spikes and Toxic Spikes, but as it isn't being used on a stall team, the two hazards aren't as important. A Sandstorm, setup by Hippowdon or Tyranitar, can help wear down Spiritomb's opponents, but Spiritomb doesn't have instant recovery, so Sandstorm can hurt you as well by nullifying your Leftovers.</p>
<p>It is difficult to discuss Spiritomb's synergy with other Pokemon in terms of typing, since it has no immunities and very few resistances. Spiritomb's immunity to Normal-type attacks rarely comes into play, and its Psychic-type immunity matters only in the case of Azelf. The immunity to Fighting-type attacks is far more useful, as there are many Fighting-types in OU, and Pokemon such as Gengar employ such attacks as well. Pokemon that are weak to Fighting-type attacks, such as Blissey, are solid partners for Spiritomb. In return, Blissey can take the harsh special assaults that Spiritomb suffers against. Physical walls and tanks such as Skarmory, Forretress, and Hippowdon are also excellent teammates for Spiritomb, as despite Spiritomb's lack of any weaknesses, it doesn't have the greatest amount of bulk.</p>
<p>In general, Spiritomb doesn't like dealing with strong physical attackers, such as Scizor, Gyarados, Tyranitar, and Salamence. Depending on the Spiritomb set you use, you might be complete setup fodder for many of these sweepers (the Mono Calm Mind set suffers from this problem the most). All these physical attackers tend to share each other as common partners, so your team should have counters for them. Hippowdon and Bronzong are solid switch-ins to physical Salamence sets. Gyarados is handled well by Suicune (provided that you have HP Electric), Starmie, and Vaporeon, all of whom work well on defensively oriented teams. Scizor is difficult to counter in the traditional sense due to U-turn, but Steel-types such as Skarmory and Forretress make decent switch-ins to the Choice Bander. Tyranitar is the most problematic Pokemon to deal with due to its versatility, but Swampert, Hippowdon, and Gliscor make solid switch-ins.</p>
[Other Options]
<p>An interesting option is using Curse on a set with Rest, which lets Spiritomb effectively deal with last-Pokemon stat-uppers such as Jirachi or Suicune. However, using Curse is inherently risky due to the HP loss, so it ends up not being good for much besides killing off the last enemy Pokemon that your stall team is facing. Spite, which also should be used alongside Rest, can make Spiritomb an effective PP Staller. This is useful mainly against stall teams, as offensive teams aren't too bothered by PP loss, and many offensive Pokemon have the power to overcome Spiritomb. Finally, Shadow Sneak is a good move that can go over Sucker Punch if you don't like relying on the latter, but it only has half the power of Sucker Punch.</p>
[EVs]
<p>All Spiritomb sets should max out HP EVs to better take hits from both ends of the spectrum. A Mono Calm Mind set should max out Defense, because Calm Mind will be boosting its Special Defense anyways. The EVs on the other sets are optimized to avoid certain KOes, such as those from Gengar. There is little point in investing heavily into Spiritomb's Attack, since the bulk is necessary avoid 3HKOes from the likes of Rotom-A and Gengar, among others.</p>
[Opinion]
<p>Spiritomb used to be the prince of OU stall teams, with its ability to counter frustrating threats such as Azelf, Machamp, and Gengar, along with being able to run through an enemy stall team with the Mono Calm Mind set. Since then, it has fallen from grace due to the advent of Rotom-A, who has superior typing, movepool, and speed. However, Spiritomb still has tools such as Calm Mind, Sucker Punch, and Pursuit to differentiate it from its counterpart, and it remains an effective spin blocker and countermeasure against opposing stall teams.</p>
[Counters]
<p>Heracross, although rarely seen in OU, is the best counter to Spiritomb due to Guts letting it handle Will-O-Wisp and its typing giving it a resistance to Sucker Punch. It can Swords Dance in front of Spiritomb or just hit it with powerful Megahorns.</p>
<p>Heatran is another solid counter, as it can easily enter on a Will-O-Wisp and, while resisting Spiritomb's Dark- and Ghost-type attacks, hit back with powerful Fire Blasts.</p>
<p>In general, most strong physical attackers, such as Scizor, Gyarados, Salamence, and Tyranitar, can defeat Spiritomb, but Will-O-Wisp is a nuisance.</p>