So I have been pondering lately about how shitty the current standard lead Spiritomb is, relying on two weak attacks with poor coverage and damage output, rendering it set-up bait for so many Pokemon. This shouldn’t be, as Spiritomb has almost the perfect typing to take on the current UU lead scene along with two decent attacking stats that shouldn’t be wasted. I have therefore been pondering how to make best use of Spiritomb as a lead. My first thought was that I needed at least 3 attacks in order to have the coverage required to be a significant threat to everything Spiritomb needs to threaten, and therefore I needed to decide on the best containing support move; Will-o-wisp or Pain Split? But then I thought to myself: I play mainly aggressively, and when was the last time one of those moves was more useful over another potential attacking slot? At that point I just said to hell with it, and set my sights on creating a purely aggressive Spiritomb lead:
Aggressive Anti-Lead Tomb
Spiritomb @ Spooky Plate
Ability: Pressure
EVs: 244 HP / 48 Atk / 204 SAtk / 12 Spe
Quiet nature (+SAtk, -Spe)
- Shadow Ball
- Hidden Power [Fighting] / Hidden Power [Rock]
- Shadow Sneak
- Sucker Punch / Pursuit
This set is great for taking on almost all the common leads you’re likely to face. Shadow Ball is the main attack, and hits reasonably hard off 297 special attack with the Spooky Plate boost. Here are a few calcs against some of the most common leads that Spiritomb is likely to face:
Shadow Ball vs. 252 / 4 Uxie: 207-246 HP (58.47 - 69.49%)
Shadow Ball vs. 252 / 0 Alakazam: 297-351 HP (94.59 - 111.78%)
Shadow Ball vs. 248 / 0 Froslass: 351-414 HP (102.33 - 120.70%)
Shadow Ball vs. 252 / 4 Omastar: 172-204 HP (50.0 - 59.3%)
Shadow Ball vs. 252 / 96 Cloyster: 205-243 HP (67.43 - 79.93%)
Shadow Ball vs. 252 / 0 Spiritomb: 123-145 HP (40.46 - 47.70%)
Shadow Ball vs. 192 / 0 Arcanine: 156-184 HP (42.27 - 49.86%)
Shadow Ball vs. 252 / 0 Donphan: 195-231 HP (50.78 - 60.16%)
So we can see that most of the leads that like to set up early will be taking a huge hit from this Spiritomb, being at least 2HKO’d almost every time, although you would most likely want to switch out of Arcanine as it doesn’t set up anything and will probably just Flare Blitz you for heavy damage. Shadow Ball is also good for hitting some of the things that either Spiritomb can check fairly well or would sometimes see Spiritomb as a free setup opportunity. Here are a couple of key examples:
Shadow Ball vs. 4 / 0 Gallade: 234-276 HP (84.17 - 99.28%)
Shadow Ball vs. 4 / 0 Blaziken: 175-207 HP (57.95 - 68.54%)
So it is clear that Shadow Ball is very useful on this set and is my most used attack. In the special coverage slot, HP Fighting vs. HP Rock can be a tough choice, which is why I have slashed both in, but I personally prefer HP Fighting for best neutral coverage alongside Shadow Ball. HP Fighting is great for hitting Ambipom, Steelix and Absol in particular, whilst HP Rock is useful if you want to hit the likes of Moltres and Honchkrow hard, as well as Swellow, but I’ll come back to that later. Here are some calcs for both moves against the key Pokemon:
HP Fighting -
vs. 4 / 0 Ambipom: 178-210 HP (60.96 - 71.92%)
vs. 252 / 252+ Steelix: 120-142 HP (33.9 - 40.11%)
vs. 4 / 0 Absol: 192-226 HP (70.59 - 83.09%)
HP Rock -
vs. 4 / 0 Moltres: 292-344 HP (90.68 - 106.83%)
vs. 4 / 0 Honchkrow: 214-252 HP (62.57 - 73.68%)
vs. 4 / 0 Swellow: 220-260 HP (83.97 - 99.24%)
None of these Pokemon can OHKO Spiritomb with their standard sets barring crit-hax, and many have to take some kind of recoil to really hurt it. So it is safe to say that Spiritomb can take on any of these Pokemon well at full health depending on the Hidden Power, or at least punish their setup attempt.
The third slot is dedicated to Spiritomb’s reliable priority move in Shadow Sneak. This is essential for a number of reasons, the main one being to finish off any Sash users in the lead position, Froslass being the most common. It is also great for getting a strong hit in on the likes of Gallade and Mismagius for times when I can’t take a hit and Shadow Ball back, or for situations where it simply does more damage. Here are the calcs:
Shadow Sneak -
vs. 4 / 0 Gallade: 144-171 HP (51.8 - 61.51%)
vs. 48 / 0 Mismagius: 153-183 HP (56.04 - 67.03%)
This is in addition to it just being a great priority move and finisher in general. Blaziken is a particularly interesting case:
Shadow Sneak vs. 4 / 0 Blaziken: 69-82 HP (22.85 - 27.15%)
Combined with Shadow Ball calc above, we can see that the two moves hit for an average damage of 88%, which is a 2HKO with any possible hazard, and a chance of a 2HKO with a round of LO recoil and no hazards. Suffice to say that Blaziken cannot reliably exploit this Spiritomb whether it comes in on Shadow Ball or not.
Now in the last slot the choice is between Sucker Punch and Pursuit. I personally use Sucker Punch, but Pursuit is there as a viable alternative for teams that need Pursuit support, and Spiritomb does that well against various Ghosts and Psychics, in addition to Ambipom. Sucker Punch, however, is great in my experience, and can be a great surprise for Ambipoms deciding to U-turn out after being hit by HP Fighting on a possible Taunt, expecting a mostly special set:
Sucker Punch vs. 4 / 0 Ambipom: 118-141 HP (40.41 - 48.29%)
A guaranteed KO after HP Fighting, but of course Pursuit has exactly the same effect in such a situation. The best use for Sucker Punch though is against Swellow. Other Sucker Punchers risk getting caught out by Quick Attack from Swellow and rendering their efforts useless, but Spiritomb is immune to it and therefore Swellow gains nothing from doing this, only stalling its own death. Even if running HP Rock, sometimes Spiritomb won’t be able to take a boosted Brave Bird, or Swellow will simply be at low enough health to be taken out:
Sucker Punch vs. 4 / 0 Swellow: 127-151 HP (48.47 - 57.63%)
If using Sucker Punch, then even if running HP Rock, Sucker Punch is the better option against Swellow. Rather than risk the possible Brave Bird crit before striking, it is better to ’gamble’ on such a possibility with Sucker Punch instead. Even if it doesn’t happen, the result is that Swellow is left at the point where it either dies to a second SP or switches out with not enough health left to come back in.
These scenarios aside, Sucker Punch earns its spot just for being Tomb’s strongest available priority, and is crucial for many tight situations.
All that is left to explain now is the EVs. The offensive EVs are balanced in such a way as to provide the best overall offensive output, as demonstrated by the various calcs, whilst leaving enough for the defensive investment required to not completely waste Spiritomb’s natural bulk and great typing. More specifically, 244 HP EVs allow Spiritomb to always survive LO Honchkrow’s Brave Bird and LO Moltres’ Fire Blast at full health, but in general the bulk is necessary for taking all manner of assaults. Finally, the 12 speed EVs are to allow Spiritomb to outrun Steelix and Slowbro despite the Quiet nature.
So that’s all I have to say. Unless you’re heavily dedicated to stall play, I strongly recommend that you give this guy a try as a lead some time. It works really well, trust me.