Haunter (Done)

atomicllamas

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ded

[Overview]

<p>In spite of Haunter's extreme frailty, it manages to carve itself a niche the most offensive Ghost-type in the tier due to its nice STABs, Speed, and Special Attack. Because of its Speed and movepool, Haunter also functions as a really good annoyer and revenge killer. It also has really nice defensive typing and ability, granting Haunter three immunities and some nice resistances, allowing switch-in opportunities in spite of its frailty. You should try to avoid switching Haunter into resisted hits, however, as even resisted hits do quite a bit of damage to it. As such, Haunter is not the greatest spinblocker, because switching in on the wrong move spells the end for it. However, Haunter is a very useful Pokemon, capable of either disrupting the opponents strategy or sweeping the opponents team.</p>

[SET]
name: Life Orb
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Hidden Power Fire / Hidden Power Ground
move 4: Substitute / Destiny Bond
item: Life Orb
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

<p>Due to Haunter's non-existent defenses and good Speed, it is the perfect candidate for a Life Orb set. Immunity to Fighting-, Normal-, and Ground-type moves grant Haunter quite a few switch-in opportunities, and once Haunter manages to switch in safely, it is capable of taking out many of the top threats in the tier. Shadow Ball and Sludge Bomb are decently strong STAB moves, capable of doing heavy damage to RU staples such as Uxie, Slowking, and Tangrowth. The third slot is a choice between OHKOing Escavalier and hitting Aggron, Drapion, and Magneton. Hidden Power Ground also retains 31 Speed EVs, which is useful as it allows you to Speed tie with max Speed positive-natured Uxie, Drapion, and Electivire, even though they are somewhat rare. Generally it is more useful to run Hidden Power Fire, however, as hitting Escavalier before it Pursuit traps you is more useful than hitting Drapion. The last move depends on what you want Haunter to do for your team. Substitute allows Haunter to function better on its own, as Haunter tends to force switches. Substitute also allows Haunter to avoid Sucker Punches from the likes of Absol and revenge killers such as Choice Scarf Medicham. Destiny Bond aims to lure in a check after Haunter has killed something and take it down as it kills Haunter. This is a good option if you have Pokemon such as Uxie and Jynx on your team that have similar checks to Haunter, as this allows them to sweep late-game.</p>

[ADDITIONAL COMMENTS]

<p>A Timid nature is preferred, as you'll want Haunter to take as few hits as possible; it also gives it the jump on SubSplit Rotom, which would otherwise KO Haunter with Shadow Ball. It also allows Haunter to outspeed Moltres and OHKO it after Stealth Rock with Sludge Bomb. Life Orb lets Haunter hit hard while also taking advantage of its good coverage. Thunderbolt can be used over one of the other attacking moves, as it allows Haunter to hit many of the Water- and Flying-types in the tier harder. Pain Split could be used in the last slot alongside Substitute, allowing Haunter to regain health while weakening an opposing wall. Taunt is also a choice in the last slot, preventing special walls such as Roselia from setting up on it. Fire-types such as Entei and Choice Scarf Emboar are good teammates for Haunter, as they are capable of taking on most of the Pursuit trappers in the tier, as well as the Steel-type Pokemon that give Haunter trouble. Choice Scarf Emboar in particular is a good teammate, as it can take on many of the Pokemon that are faster than Haunter. Aggron is another good teammate, as it draws in Ground- and Fighting-type attacks for Haunter to switch into, while threatening Cinccino and Spiritomb.</p>

[SET]
name: SubDisable
move 1: Substitute
move 2: Disable
move 3: Shadow Ball
move 4: Sludge Bomb / Hidden Power Fire
item: Black Sludge
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

<p>Due to Haunter's extremely useful typing, it can run a successful SubDisable set, as many Pokemon only have one move to hit Haunter with. This allows Haunter to check a lot Pokemon in the tier while maintaining heavy offensive pressure. Disable is also a nice response to the many slower Choice-locked Pokemon in the tier, such as Choice Band Escavalier, Choice Specs Slowking, and Choice Band Druddigon. Once something has been Disabled and Haunter sets up a Substitute, it can be really difficult for your opponent to respond to Haunter. Shadow Ball is a strong STAB move with decent coverage. The last slot is a choice between hitting the Normal-types such as Bouffalant that Haunter walls or hitting Escavalier and Ferroseed hard. Sludge Bomb also has a nice 30% chance to poison, which can wear down things that otherwise may have beaten Haunter.</p>

[ADDITIONAL COMMENTS]

<p>Black Sludge is the item of choice, as it allows you to set up more Substitutes and also cripples Pokemon looking to use Trick on Haunter. Hidden Power Ground is an option in the last slot to hit Aggron and Drapion harder, but Drapion isn't that great in RU and Aggron tends to be Choice locked, so it loses to this set anyways. Because Shadow Ball and Sludge Bomb have a minimal effect Steel-types, Haunter appreciates Magneton support, as it can trap and eliminate any opposing Steel-type giving Haunter trouble. Aggron is also an excellent teammate for this set, as it has no problem taking on the Pokemon that Haunter struggles with, such as Spiritomb and Drapion. Haunter also really appreciates entry hazard support, as Toxic Spikes wear down the opponent as Haunter just sets up Substitutes. Drapion is a decent choice for setting up Toxic Spikes, as it has pretty nice synergy with Haunter; Qwilfish is another good option that can set up Toxic Spikes for Haunter, as it can switch into many of the Pokemon that threaten Haunter and set them up. Spikes and Stealth Rock are also nice, as Haunter tends to force a lot of switches, meaning that Crustle and Qwilfish are good teammates. Kabutops and Cryogonal are also good teammates, as Haunter allows certain entry hazard setters like Roselia to set up Spikes in front of it and they can spin them away.</p>

[SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Destiny Bond
move 4: Hidden Power Ground / Trick
item: Choice Scarf
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

<p>Haunter makes an excellent option for a Choice Scarf user even though it faces competition from Rotom. Because it sits at the base 95 Speed tier, Haunter is able to outspeed other common RU Choice Scarf users, such as Emboar, Rotom-C, and Rotom. Shadow Ball and Sludge Bomb are strong STAB moves that allow Haunter to do decent damage to most of the tier. Sludge Bomb differentiates Haunter from Rotom, as it allows Haunter to revenge kill Lilligant after a Quiver Dance with a little prior damage. Destiny Bond is another move that Haunter has over Rotom, giving it the ability to revenge kill things that it usually can't, such as Durant, at the cost of its own life. The last move is a choice between hitting Aggron and Magneton hard and crippling special walls such as Clefable looking to switch in on Haunter.</p>

[ADDITIONAL COMMENTS]

<p>A Timid nature is chosen to allow Haunter to revenge kill as many threats as possible, especially Choice Scarf Rotom and +1 Lilligant. Hidden Power Fire is another option in the last slot, that allows Haunter to surprise opposing Durant or Escavalier. Magneton is a good partner for Haunter, as it can trap Steel-types, giving Haunter a shot at cleaning late-game. Psychic-types such as Jynx and Uxie appreciate Haunter sacrificing itself with Destiny Bond to take out one of their counters, as they tend to share counters with Haunter. Pokemon such as Mesprit and Lanturn that have access to a slower U-turn or Volt Switch can help get Haunter into the battle more easily. Lanturn also tends to draw in Earthquakes, which is nice for getting Haunter into the match for free. Haunter hates Pursuit users, so it is important to have a teammate that can beat them. Aggron is a good choice as it destroys most Pursuit users and draws in Fighting- and Ground-type attacks for Aggron.</p>

[Other Options]

<p>Giga Drain is a coverage move that allows Haunter to hit specific Pokemon such as Rhydon harder while regaining health, but is weak, even failing to OHKO standard Rhydon after Stealth Rock. Hypnosis seems like a cool support move on Haunter, but its low accuracy and Haunter's frailty make this a bad choice. Clear Smog and Haze are interesting options for Haunter, but once again, Haunter does not have the bulk to pull it off. A set that utilizes Will-O-Wisp to cripple physical attackers could be used, but Rotom and Spiritomb outclass Haunter when it comes to using defensive sets.</p>

[Checks and Counters]

<p>Spiritomb is probably the best counter to Haunter in the tier, as it has super effective STAB priority in Shadow Sneak and can also Pursuit trap Haunter. Mandibuzz is a good answer to any Haunter that lacks Thunderbolt, as it can Roost off all damage and Whirlwind Haunter away even if it is behind a Substitute. Its STAB Foul Play also puts a large dent in Haunter in spite of Haunter's poor Attack. Specially bulky Pokemon such as Amoonguss, Roselia, and Cryogonal don't really care about Haunter's attacks and can either KO it or set up on it. Drapion also laughs at its attacks and can set up Toxic Spikes in front of Hanter or just go for the kill with Crunch. Steel-types such as Aggron and Magneton don't mind any of Haunter's attacks barring Hidden Power Ground and are good responses to Haunter that lack it. Clefable has no trouble with Haunter if it has something to hit Haunter with, as Clefable can't be 2HKOed and can recover its health with Softboiled or Wish + Protect. There are also quite a few Pokemon that can take any hit an KO back, such as Druddigon, Entei, and Hitmonlee, but they are all taken down by a well-timed Destiny Bond, or SubDisable combo in Hitmonlee's case. Finally, anything faster or with a decently strong priority move can revenge kill Haunter.</p>

[Overview]
  • Immensley frail, no hiding that.
  • Most offensive Ghost in the tier - its the strongest special attack wise and the fastest
  • Good typing both offensively and, surprisingly, defensively as it gets a lot of 4x resistances and immunities (including all but 3 of the priority moves) with a pretty solid movepool.
  • If you can't power through the foe or outspeed it Haunter is in a tight spot typically without a Substitute due to fraility.
  • It's not spinblocking anytime soon, at least not reliably.
[SET]
name: Life Orb
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Hidden Power Fire / Hidden Power Ground
move 4: Substitute / Destiny Bond
item: Life Orb
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
  • You're fast, you're frail, you're strong, you might as well use a Life Orb.
  • Haunter finds it pretty difficult to switch in, but thanks to immunties or heavy resistances to some key types such as Bug, Fighting, and Ground.
  • Shadow Ball and Sludge Bomb are the best STAB moves, and the combination hits some important Pokemon like Uxie, Slowking, and Tangrowth
  • Hidden Power Fire is strong enough to OHKO any non-specially defensive Escavalier so then it doesn't just Pursuit you. It also does well against other Steel-types.
  • Hidden Power Ground is better for Aggron, Magneton, and Drapion and allows you to retain 31 speed EVs which is nice, as 95 base speed is relatively common.
  • Substitute allows you to avoid Sucker Punches and allows you to not just get automatically demolished by any attack.
  • Destiny Bond is a cool move, as most people attack Haunter head on and its immune to Toxic, meaning you can lure in and kill something that threatens it.

[ADDITIONAL COMMENTS]
  • Thunderbolt for Water-types.
  • Pain Split
  • Taunt can be used to prevent opposing defensive mons to set up
  • Fire-types make good partners as they are generally pretty good against the major Pursuit users (Escavalier, Spiritomb, to an extent Absol), most of which can potentially cause issues either all the time or depending on your move choice. Emboar is the best at taking them on due to its additional Fighting-typing, but Entei can easily power through the three of them. A majority of Pokemon faster than Haunter are dealt with by Scarf Emboar.
  • Haunter is tough to switch in outside of revenge killing. As a result, Aggron makes a cool partner, as it lures in Fighting, Ground, and to an extent Grass moves (it can at least threaten Grass-types even if their STABs still hurt) for Haunter to switch into. In return, Aggron easily OHKOs Spiritomb and Cinccino while both have no chance of threatening it.
  • With Destiny Bond, Haunter can lure in and kill Pursuit users (Haunter is so frail it will die even if it doesn't switch out most of the time), meaning Psychic-type walls like Slowking or Uxie become much more difficult to eliminate from the match.
[SET]
name: SubDisable
move 1: Substitute
move 2: Disable
move 3: Shadow Ball
move 4: Sludge Bomb / Hidden Power Fire
item: Black Sludge
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
  • With a really freaking annoying typing, Haunter can make use of SubDisable, almost shutting down anything with too limited of a movepool to damage Haunter and possibly preventing it from being hit by Pursuits.
  • As always a Substitute also gives you a barrier from instant death. You can set up another Substitute after you lose the other one and you disable the attack.
  • Shadow Ball should be used as it gets good one move coverage.
  • Sludge Bomb particularly hurts Normal-types like Afrobull which you can actually wall.
  • Hidden Power Fire is a good general alternative to get good coverage with Shadow Ball and smack Escavalier/Ferroseed, but its a lot less powerful.
[ADDITIONAL COMMENTS]
  • Black Sludge to be more annoying with the subs
  • Hidden Power Ground for stuff like Drapion and Aggron, but since Drapion is meh and Aggron is usually Choiced, its not needed as much.
  • The good new is this set doesn't need very much support.
  • Shadow Ball + Sludge Bomb is totally walled by Steel-types, so Magneton can be a good partner if you fear that these Pokemon will set up on you easily.
  • Toxic Spikes is very helpful in order to let Haunter wear down the opponent more as it is doing the Substiute + Disable game. Qwilfish can set up Toxic Spikes on the dangerous Escavalier and Spiritomb due to its typing and high physical defense, and the latter in particular is crippled immensely by Toxic Spikes.
  • Hazards in general are useful as well for a similar purpose, meaning entry hazard setters like Crustle, Qwilfish, etc. are all cool guys.
  • Roselia and Drapion usually wall Haunter fairly well, and typically have more than one move to attack it with. Mesprit or Sigilyph are good options to take on Roselia, while Poliwrath can take on drapion and phase it out, possibly shuffling into a Pokemon that Haunter is capable of switching into.
[SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Destiny Bond
move 4: Hidden Power Ground / Trick
item: Choice Scarf
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
  • Haunter has a nice base 95 Speed making it a good choice for a scarf user.
  • Shadow Ball and Sludge Bomb are good STABs, dealing decent damage off of a 115 bas SpA
  • Destiny bond allows Haunter to take out a threatening opponent that it can't kill with one of its attacks
  • Hidden power ground can be used for better coverage alongside its STABs for hitting Steelix, Magneton and Aggron
  • Trick can cripple special walls such as Clefable or Lanturn that could otherwise switch in on this set with little problem
[ADDITIONAL COMMENTS]
  • A Timid Nature is chosen allowing Haunter to outspeed Scar Rotom-N and speed tie other base 95 scarfers
  • Sludge Bomb can be dropped for another coverage move, or Hidden Power Fire can be used in the last slot if your team requires it
  • Sludge bomb is nice for catching Lilligant's, one of the reasons to use this over scarf Rotom
  • Haunter appreciates teammates that can take care of Steel-types for an easier clean, magneton can trap steels.
  • Psychic types such as Uxie and Jynx appreciate Haunter's ability to take out Dark Types with Destiny Bond

[Other Options]
  • Giga Drain
  • Hypnosis
  • Clear Smog / Haze
  • Will-O-Wisp
  • Choice Specs
[Checks and Counters]
  • Spiritomb
  • Amoonguss
  • Mandibuzz
  • Escavalier, watch out for Fire though... Unless you have Occa then its ok.
  • Klinklang
  • Cryogonal
  • Clefable if you actually have something to hit Haunter with
  • Cinccino
  • Drapion
  • Absol is risky due to Sludge Bomb but it causes a dangerous guessing game.
  • Anything faster easily OHKOs it if their STAB hits it neutrally Aerodactyl, Durant, Galvantula, Sigilyph, or Scarf anything (ie Boar or Rotom-C)
  • Anything with a priority move that can hit it like Kabutops or Gallade.
 
Last edited:
Cool tapes, just a few things
  • I'd rather Taunt be in the AC of LO Attacker; being able to comfortably pressure SpDef Normal-types, Rose / Shrooms, etc. is pretty nice for some teams, and I guess stopping Smeargle in the short term isn't too bad either
  • mention HP Ground allows Haunter to retain perfect Speed IVs, 95 Base Speed 'mons are prominent enough for that to be moderately significant
  • Personally, I'd rather see spinner (ie.'Tops) mentions over Psychic-type mentions, since the 'mons you're mentioning aren't so much walling Haunter as they are grabbing a layer or two then awkwardly stalemating (Rose w/out HP Fire just gets its Giga Drain Disable'd and fails to break subs w/Sludge Bomb, Drap is decent enough, but too uncommon to warrant mention on its own merit and doesn't fear those Psychic-type anyway), but they can still pick up the hazards v.Haunter. Of course, if you want to mention Psychic in a separate point, saying they take advantage of Haunter's ability to wear down Steel- and Dark-types, then go for it.
  • Stress why to use Haunter over Rotom-N on the Scarf set, being STAB Sludge Bomb (checks Lilli reasonably well) and higher Base Speed
HP Ground on Scarf is still lame, but other people seem to like it, so whatever =(


qc look at me i'm doing my job / 3

 

Arkian

this is the state of grace
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I have some tips that might help atomicllamas (not QC):

Overview:
  • I'd emphasize a bit more on Haunter's roles, not just leaving it off to "best offensive Ghost in the tier". It's also a great disrupting mon' with its SubDisable set forcing many switches, which it can utilize with entry hazards + Pokemon that appreciate switch-in opportunities such as Sceptile and Jynx. Heck, it can even function as a revenge killer with the Choice Scarf set
Life Orb:
  • The third slot is a choice between OHKOing non-Specially Defensive Escavalier or hitting Aggron, Drapion, and Magneton.
  • Specially Defensive Escavalier is actually getting taken off of the analysis as of the latest update, so there's no need to mention that; instead, it's just the choice of hitting Esca hard, or hitting Aggron, Drapion, and Magneton hard
  • Sub also lets it get past frail Choice Scarf users such as Medicham
Choice Scarf:
  • Destiny Bond gives Haunter the ability to revenge kill things that it usually can't, such as Durant.
  • Make sure you mention the trade-off for revenge killing Durant here (Haunter's life), as right now it seems like there is no setback for using it
Other Option:
  • Maybe add Toxic here, as it lets Haunter get past annoying special walls such as Clefable(fail..) and Cryogonal
Checks and Counters
  • Specially Defensive Pokemon such as Amoonguss, Escavalier (watch for Hidden Power Fire), Roselia, and Cryogonal don't really care about Haunters attacks and can either KO it or set up on it.
  • Again, Escavalier isn't going defensive, so remove that
  • Mention Aggron and Magneton as surefire checks unless Haunter runs HP Ground, or even HP Fire in the latter's case
  • There are a few offensive Pokemon that can take a hit from Haunter and fire back hard (Druddigon, Boufallant, Entei, Feraligatr, Hitmonlee, Magmortar, Rhydon, etc.)
Feel free to argue against/completely ignore me since I'm not QC :P Great job overall though, Haunter was fun to use ^.^
 
Last edited:

atomicllamas

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Rohail I agreed with most of what you added, I did not put Toxic in OO, however, as Clefable is immune and Cryo already has trouble with sub disable, and is winning regardless otherwise (also other ghosts just do status better as I mentioned with w-o-w). Thank you :]
 

ScraftyIsTheBest

On to new Horizons!
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I'll check this, I guess.

[Overview]
  • This needs a bit more detail; talk about how Haunter has a pretty good offensive typing
  • Overall you need to go into detail on why I'd want to use this
[LO Attacker]
  • Uxie, Electivire, and Drapion never run max Speed, they go for 224 Speed EVs at most. Plus, Drapion and Electivire are pretty meh in RU, but whatever.
  • Thunderbolt is also a good option to hit Mandibuzz and Braviary (both are somewhat relevant in RU actually)
  • Pain Split is best used in conjunction with Sub, so Haunter can wear itself down to the point where it can Pain Split effectively
  • Entei and Emboar also hit other Steels like Ferroseed and Magneton pretty hard
  • Maybe talk about the item/ability/nature stuff, etc.?
[SubDisable]
  • The set comments are really lacking and bare and don't delve much into this set's purpose at all. First, I'll need to know exactly why I'd want to use this set, and what do I need to know to use it well.
  • This is one of Haunter's best ways to stand out from Rotom-N, and Haunter uses its Speed and typing to disable moves. This Haunter also provides good insurance against things like CB Druddigon/Escavalier and whatnot.
  • Overall please expand on the set comments
  • Name specific Toxic Spikes users in question; particularly Scolipede, Roselia, or Qwilfish to name a few
  • Mention exactly what Kabutops does for Haunter (remove hazards). If you do decide to mention Tops, add Cryogonal to that too.
[Scarf]
  • Talk about why this is worth using over Rotom-N (hint: Destiny Bond, more power and Speed)
  • If you do replace Sludge Bomb with Thunderbolt you might as well be using Rotom-N instead
[OO]
  • Wisp could be used to form SubWisp to cripple its counters, although there are better options like Rotom-N and Gardevoir
[C&C]
  • Mandibuzz can hurt Haunter with Foul Play or Brave Bird
  • Drapion can Crunch to KO Haunter
Do this and I'll approve
 

atomicllamas

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ScraftyIsTheBest implemented most of the changes, I left the mention of max E-vire/Drapion/Uxie cause they are common enough (unfortunately) to be a thing you will probably see, I did change it to reflect the fact that they are rare though.
 

Molk

Godlike Usmash
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We talked about this a bit on irc, if i notice anything else i'll let you know.

QC Approved 3/3
 

GatoDelFuego

The Antimonymph of the Internet
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atomicllamas

REMOVE CHANGE COMMENTS

[Overview]

<p>In spite of Haunter's extreme frailty, it manages to carve a niche in the tier as the most offensive Ghost-type in the tier, (RC) due to its nice STABs, Speed, and Special Attack. Because of its Speed and movepool, Haunter also functions as a really good annoyer and revenge killer. It also has really nice defensive typing and ability, granting Haunter three immunities and some nice resists, allowing switch-in opportunities in spite of its frailty. You should try to avoid switching Haunter into even resisted hits, however, as even resisted hits do quite a bit of damage to it the ghost. As such Haunter is not the greatest spinblocker, because switching in on the wrong move spells the end for it Haunter. If you play to Haunter's strength's This is a bad sentence to say; everything is good "when given proper support" or "when played to its strengths" However, Haunter it is a very useful Pokemon, capable of either disrupting the opponents strategy, (RC) or sweeping the opponents team.</p>

[SET]
name: Life Orb
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Hidden Power Fire / Hidden Power Ground
move 4: Substitute / Destiny Bond
item: Life Orb
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

<p>Due to Haunter's non-existent defenses and good Speed, it is the perfect candidate for a Life Orb set. Immunity to Fighting-, Normal-, and Ground-type moves grant Haunter quite a few switch-in opportunities, and once Haunter manages to switch in safely, it is capable of taking out many of the top threats in the tier. Shadow Ball and Sludge Bomb are decently strong STAB moves, capable of doing heavy damage to RU staples such as Uxie, Slowking, and Tangrowth. The third slot is a choice between OHKOing Escavalier or hitting Aggron, Drapion, and Magneton. Hidden Power Ground also retains 31 speed EVs, which is useful as it allows you to Speed tie with max Speed positive-natured Uxie, Drapion, (AC) and Electrivire, even though they are somewhat rare. Generally it is more useful to run Hidden Power Fire, however though, as hitting Escavalier before it Pursuit traps you is more useful than hitting Drapion. The last move depends on what you want Haunter to do for your team. Substitute allows Haunter to function better on its own, as Haunter tends to force switches. Substitute also allows Haunter to avoid Sucker Punches from the likes of Absol and revenge killers such as Choice Scarf Medicham. Destiny Bond aims to lure in a check after Haunter has killed something, (RC) and take it down as it kills Haunter. This is a good option if you have a Pokemon like Uxie or Jynx on your team that has similar checks to Haunter, as this allows them to sweep late-game.</p>

[ADDITIONAL COMMENTS]

<p>A Timid nature is preferred, as you'll want Haunter to take as few hits as possible; it also gives it the jump on SubSplit Rotom, which Rotom basic, not Rotom-A, right? Just making sure who would otherwise KO Haunter with Shadow Ball. It also allows Haunter to outspeed Moltres and OHKO after Stealth Rock with Sludge Bomb. Life Orb lets Haunter hit hard while also taking advantage of its good coverage. Thunderbolt could be used over one of the other attacking moves, as it allows Haunter to hit many of the Water- and Flying-types in the tier harder. Pain Split could be used in the last slot alongside Substitute, allowing Haunter to regain health while weakening an opposing wall. Taunt is also a choice in the last slot, preventing special walls such as Roselia from setting up on it. Fire-types such as Entei and Choice Scarf Emboar are good teammates for Haunter, as they are capable of taking on most of the Pursuit trappers in the tier as well as the Steel-type Pokemon that give Haunter trouble. Choice Scarf Emboar in particular is a good teammate, as it can take on many of the Pokemon that are faster than Haunter. Aggron is another good teammate, as it draws in Ground- and Fighting-type attacks for Haunter to switch into, (RC) while threatening Cincinno and Spiritomb.</p>

[SET]
name: SubDisable
move 1: Substitute
move 2: Disable
move 3: Shadow Ball
move 4: Sludge Bomb / Hidden Power Fire
item: Black Sludge
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

<p>Due to Haunter's extremely useful typing, it can run a successful SubDisable set, as many Pokemon only have one move to hit Haunter with. This allows Haunter to check a lot Pokemon in the tier while maintaining heavy offensive pressure. Disable is also a nice response to the many slower Choice-locked Pokemon in the tier, such as Choice Band Escavalier, Choice Specs Slowking, and Choice Band Druddigon. Once something has been Disabled and Haunter sets up a Substitute, it can be really difficult for your opponent to respond to Haunter. Shadow Ball is a strong STAB with decent one move coverage. The last slot is a choice between hitting the Normal-types such as Bouffalant that Haunter walls, (RC) or hitting Escavalier and Ferroseed hard. Sludge Bomb also has a nice 30% chance to poison, which can wear down things that otherwise may have beaten your Haunter.</p>

[ADDITIONAL COMMENTS]

<p>Black Sludge is the item of choice, as it allows you to set up more Substitutes and also cripples Pokemon looking to use Trick on Haunter. Hidden Power Ground is an option in the last slot to hit Aggron and Drapion harder, but Drapion isn't that great in RU, (RC) and Aggron tends to be Choice-locked, so it loses to this set anyways. Since Because Shadow Ball and Sludge Bomb have minimal effect on are walled by Steel-types, Haunter appreciates Magneton support, as it can trap and eliminate any opposing Steel-type giving Haunter trouble. Aggron is also an excellent teammate for this set, as it has no problem taking on the Pokemon that Haunter struggles with. Such as? Haunter also really appreciates entry hazard support, as Toxic Spikes wear down the opponent as Haunter just sets up Substitutes. Drapion is a decent choice for setting up Toxic Spikes, as it has pretty nice synergy with Haunter; Qwilfish is another good option that can set up Toxic Spikes for Haunter as it can switch into many of the Pokemon that threaten Haunter and set them up. Spikes and Stealth Rock are also nice, as Haunter tends to force a lot of switches, meaning that Crustle and Qwilfish are good teammates. Kabutops and Cryogonal are also good teammates, as Haunter allows certain entry hazard setters like Roselia to set up Spikes in front of it and they can spin them away.</p>

[SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Destiny Bond
move 4: Hidden Power Ground / Trick
item: Choice Scarf
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

<p>Haunter makes an excellent option for a Choice Scarf user even though it faces competition from Rotom as a Ghost-type Scarfer. Because it sits at the base 95 Speed tier, Haunter is able to outspeed other common RU Choice Scarf users, (AC) such as Emboar, Rotom-C, and Rotom. Shadow Ball and Sludge Bomb are strong STAB moves allowing Haunter to do decent damage to most of the tier. Sludge Bomb differentiates Haunter from Rotom, as it allows Haunter to revenge kill Lilligant even after a Quiver Dance with a little prior damage. Destiny Bond is another move that Haunter has over Rotom, giving it the ability to revenge kill things that it usually can't, such as Durant, at the cost of its own life. The last move is a choice between hitting Aggron and Magneton hard, (RC) or crippling special walls such as Clefable looking to switch in on Haunter.</p>

[ADDITIONAL COMMENTS]

<p>A Timid nature is chosen to allow Haunter to revenge kill as many threats as possible, such as especially Choice Scarf Rotom and +1 Lilligant. Hidden Power Fire is another option in the last slot, allowing you to surprise opposing Durant or Escavalier. Magneton is a good partner for Haunter, as it can trap Steel-types, giving Haunter a shot at cleaning late-game. Psychic-types such as Jynx and Uxie appreciate Haunter sacrificing itself with Destiny Bond to take out one of their counters, as they tend to share counters with Haunter. Pokemon such as Mesprit and Lanturn that have access to a slower U-turn or Volt Switch can help get Haunter into the battle more easily. Lanturn also tends to draw in Earthquakes, which is nice for getting Haunter into the match for free. Haunter hates Pursuit users, (AC) so it is important to have a teammate that can beat them. (period) Aggron is a good choice, (AC) as it destroys most Pursuit users and draws Fighting- and Ground-type attacks for Aggron.</p>

[Other Options]

<p>Giga Drain is a coverage move that allows Haunter to hit specific Pokemon such as Rhydon harder while regaining health, but is to weak, even failing to OHKO standard Rhydon after Stealth Rock. Hypnosis seems like a cool support move on Haunter, but its low accuracy and Haunter's frailty make this a bad choice, as it will likely miss and Haunter will likely be killed. Clear Smog and Haze are interesting options for Haunter, but once again Haunter does not have the bulk to pull it off. A set with Will-O-Wisp to cripple physical attackers could be used, but Rotom and Spiritomb outclass Haunter when using defensive sets.</p>

[Checks and Counters]

<p>Spiritomb is probably the best Haunter counter in the tier, as it has super effective STAB priority in Shadow Sneak, (RC) while also being capable of Pursuit trapping Haunter. Mandibuzz is a good answer to any Haunter that lacks Thunderbolt, (AC) as it can Roost off all damage and Whirlwind Haunter away even if it is behind a Substitute. (period) STAB Foul Play will also put a large dent in Haunter in spite of its poor Attack. Specially defensive Pokemon such as Amoonguss, Roselia, and Cryogonal don't really care about Haunter's attacks and can either KO it or set up on it. Drapion also laughs at its attacks, (RC) and can set up Toxic Spikes in front of Hanter or just go for the kill with Crunch. Steel-types like Aggron and Magneton don't mind any of Haunter's attacks barring Hidden Power Ground, (RC) and are good responses to Haunter without it. Clefable has no trouble with Haunter if it has something to hit it with, as it can't be 2HKOed and can recover health with Softboiled or Wish and Protect. There are also quite a few Pokemon that can take any hit an KO back, such as Druddigon, Entei, and Hitmonlee, but they are all taken down by a well-timed Destiny Bond, or SubDisable combo in Hitmonlee's case. Finally, anything faster or with a decently strong priority move can revenge kill Haunter</p>

There were a bit too many errors here for my liking--mostly simple things like incorrect capitalizations and missing hyphens in -types. Just look over the standards again and you'd be fine :)
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[Overview]

<p>In spite of Haunter's extreme frailty, it manages to carve itself a niche as the most offensive Ghost-type in the tier due to its nice STABs, Speed, and Special Attack. Because of its Speed and movepool, Haunter also functions as a really good annoyer and revenge killer. It also has really nice defensive typing and ability, granting Haunter three immunities and some nice resists resistances, allowing switch-in opportunities in spite of its frailty. You should try to avoid switching Haunter into resisted hits, however, as even resisted hits do quite a bit of damage to it. As such,(AC) Haunter is not the greatest spinblocker, because switching in on the wrong move spells the end for it. However, Haunter is a very useful Pokemon, capable of either disrupting the opponents strategy or sweeping the opponents team.</p>

[SET]
name: Life Orb
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Hidden Power Fire / Hidden Power Ground
move 4: Substitute / Destiny Bond
item: Life Orb
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

<p>Due to Haunter's non-existent defenses and good Speed, it is the perfect candidate for a Life Orb set. Immunity to Fighting-, Normal-, and Ground-type moves grant Haunter quite a few switch-in opportunities, and once Haunter manages to switch in safely, it is capable of taking out many of the top threats in the tier. Shadow Ball and Sludge Bomb are decently strong STAB moves, capable of doing heavy damage to RU staples such as Uxie, Slowking, and Tangrowth. The third slot is a choice between OHKOing Escavalier or and hitting Aggron, Drapion, and Magneton. Hidden Power Ground also retains 31 sSpeed EVs, which is useful as it allows you to Speed tie with max Speed positive-natured Uxie, Drapion, and Electrivire Electivire, even though they are somewhat rare. Generally it is more useful to run Hidden Power Fire, however though, as hitting Escavalier before it Pursuit traps you is more useful than hitting Drapion. The last move depends on what you want Haunter to do for your team. Substitute allows Haunter to function better on its own, as Haunter tends to force switches. Substitute also allows Haunter to avoid Sucker Punches from the likes of Absol and revenge killers such as Choice Scarf Medicham. Destiny Bond aims to lure in a check after Haunter has killed something, (RC) and take it down as it kills Haunter. This is a good option if you have a Pokemon like such as Uxie or and Jynx on your team that has have similar checks to Haunter, as this allows them to sweep late-game.</p>

[ADDITIONAL COMMENTS]

<p>A Timid nature is preferred, as you'll want Haunter to take as few hits as possible; it also gives it the jump on SubSplit Rotom, which would otherwise KO Haunter with Shadow Ball. It also allows Haunter to outspeed Moltres and OHKO it after Stealth Rock with Sludge Bomb. Life Orb lets Haunter hit hard while also taking advantage of its good coverage. Thunderbolt could can be used over one of the other attacking moves, as it allows Haunter to hit many of the Water- and Flying-types in the tier harder. Pain Split could be used in the last slot alongside Substitute, allowing Haunter to regain health while weakening an opposing wall. Taunt is also a choice in the last slot, preventing special walls such as Roselia from setting up on it. Fire-types such as Entei and Choice Scarf Emboar are good teammates for Haunter, as they are capable of taking on most of the Pursuit trappers in the tier,(AC) as well as the Steel-type Pokemon that give Haunter trouble. Choice Scarf Emboar in particular is a good teammate, as it can take on many of the Pokemon that are faster than Haunter. Aggron is another good teammate, as it draws in Ground- and Fighting-type attacks for Haunter to switch into,(AC) while threatening Cincinno Cinccino (such nintendo) and Spiritomb.</p>

[SET]
name: SubDisable
move 1: Substitute
move 2: Disable
move 3: Shadow Ball
move 4: Sludge Bomb / Hidden Power Fire
item: Black Sludge
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

<p>Due to Haunter's extremely useful typing, it can run a successful SubDisable set, as many Pokemon only have one move to hit Haunter with. This allows Haunter to check a lot Pokemon in the tier while maintaining heavy offensive pressure. Disable is also a nice response to the many slower Choice-locked Pokemon in the tier, such as Choice Band Escavalier, Choice Specs Slowking, and Choice Band Druddigon. Once something has been Disabled and Haunter sets up a Substitute, it can be really difficult for your opponent to respond to Haunter. Shadow Ball is a strong STAB move with decent coverage. The last slot is a choice between hitting the Normal-types such as Bouffalant that Haunter walls or hitting Escavalier and Ferroseed hard. Sludge Bomb also has a nice 30% chance to poison, which can wear down things that otherwise may have beaten Haunter.</p>

[ADDITIONAL COMMENTS]

<p>Black Sludge is the item of choice, as it allows you to set up more Substitutes and also cripples Pokemon looking to use Trick on Haunter. Hidden Power Ground is an option in the last slot to hit Aggron and Drapion harder, but Drapion isn't that great in RU and Aggron tends to be Choice-locked, so it loses to this set anyways. Because and Sludge Bomb(what do you mean) have minimal effect on Steel-types, Haunter appreciates Magneton support, as it can trap and eliminate any opposing Steel-type giving Haunter trouble. Aggron is also an excellent teammate for this set, as it has no problem taking on the Pokemon that Haunter struggles with. Such as?(you left gato's comment in lol) Haunter also really appreciates entry hazard support, as Toxic Spikes wear down the opponent as Haunter just sets up Substitutes. Drapion is a decent choice for setting up Toxic Spikes, as it has pretty nice synergy with Haunter; Qwilfish is another good option that can set up Toxic Spikes for Haunter,(AC) as it can switch into many of the Pokemon that threaten Haunter and set them up. Spikes and Stealth Rock are also nice, as Haunter tends to force a lot of switches, meaning that Crustle and Qwilfish are good teammates. Kabutops and Cryogonal are also good teammates, as Haunter allows certain entry hazard setters like Roselia to set up Spikes in front of it and they can spin them away.</p>

[SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Destiny Bond
move 4: Hidden Power Ground / Trick
item: Choice Scarf
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

<p>Haunter makes an excellent option for a Choice Scarf user even though it faces competition from Rotom. Because it sits at the base 95 Speed tier, Haunter is able to outspeed other common RU Choice Scarf users, such as Emboar, Rotom-C, and Rotom. Shadow Ball and Sludge Bomb are strong STAB moves allowing that allow Haunter to do decent damage to most of the tier. Sludge Bomb differentiates Haunter from Rotom, as it allows Haunter to revenge kill Lilligant after a Quiver Dance with a little prior damage. Destiny Bond is another move that Haunter has over Rotom, giving it the ability to revenge kill things that it usually can't, such as Durant, at the cost of its own life. The last move is a choice between hitting Aggron and Magneton hard or and crippling special walls such as Clefable looking to switch in on Haunter.</p>

[ADDITIONAL COMMENTS]

<p>A Timid nature is chosen to allow Haunter to revenge kill as many threats as possible, especially Choice Scarf Rotom and +1 Lilligant. Hidden Power Fire is another option in the last slot, allowing you that allows Haunter to surprise opposing Durant or Escavalier. Magneton is a good partner for Haunter, as it can trap Steel-types, giving Haunter a shot at cleaning late-game. Psychic-types such as Jynx and Uxie appreciate Haunter sacrificing itself with Destiny Bond to take out one of their counters, as they tend to share counters with Haunter. Pokemon such as Mesprit and Lanturn that have access to a slower U-turn or Volt Switch can help get Haunter into the battle more easily. Lanturn also tends to draw in Earthquakes, which is nice for getting Haunter into the match for free. Haunter hates Pursuit users, so it is important to have a teammate that can beat them. Aggron is a good choice, as it destroys most Pursuit users and draws in Fighting- and Ground-type attacks for Aggron.</p>

[Other Options]

<p>Giga Drain is a coverage move that allows Haunter to hit specific Pokemon such as Rhydon harder while regaining health, but is weak, even failing to OHKO standard Rhydon after Stealth Rock. Hypnosis seems like a cool support move on Haunter, but its low accuracy and Haunter's frailty make this a bad choice, as it will likely miss and Haunter will likely be killed(unnecessary, stretches out the sentence, and it is implied in the first part). Clear Smog and Haze are interesting options for Haunter, but once again,(AC) Haunter does not have the bulk to pull it off. A set with that utilizes Will-O-Wisp to cripple physical attackers could be used, but Rotom and Spiritomb outclass Haunter when it comes to using defensive sets.</p>

[Checks and Counters]

<p>Spiritomb is probably the best Haunter counter to Haunter in the tier, as it has super effective STAB priority in Shadow Sneak while also being capable of Pursuit trapping and can also Pursuit trap Haunter. Mandibuzz is a good answer to any Haunter that lacks Thunderbolt, as it can Roost off all damage and Whirlwind Haunter away even if it is behind a Substitute. Its(i assume) STAB Foul Play will also put puts a large dent in Haunter in spite of its poor Attack. Specially defensive bulky Pokemon such as Amoonguss, Roselia, and Cryogonal don't really care about Haunter's attacks and can either KO it or set up on it. Drapion also laughs at its attacks and can set up Toxic Spikes in front of Hanter or just go for the kill with Crunch. Steel-types like such as Aggron and Magneton don't mind any of Haunter's attacks barring Hidden Power Ground and are good responses to Haunter without that lack it. Clefable has no trouble with Haunter if it has something to hit it Haunter with, as it Clefable can't be 2HKOed and can recover its health with Softboiled or Wish and + Protect. There are also quite a few Pokemon that can take any hit an KO back, such as Druddigon, Entei, and Hitmonlee, but they are all taken down by a well-timed Destiny Bond, or SubDisable combo in Hitmonlee's case. Finally, anything faster or with a decently strong priority move can revenge kill Haunter.(AP)</p>

Same colors
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