Fixed. And still waiting approval. QC approved: (Bloo) (Setsuna) (wilson46) QC rejected: (Seven Deadly Sins) () () ----------------------------------------------------------------------- Spiritomb [Overview] With all these new powerful Ghost-, Psychic- and Fighting-types, it's no wonder that Spiritomb would find a comfortable niche in the metagame. Wonderful Ghost + Dark typing grants no weakness, neutrality to Pursuit, Crunch, Payback and Shadow Ball, and immunity to Return, Close Combat, Hi Jump Kick, Mach Punch, Psychic and Psyshock, among others dangerous moves. Good 108 defenses, while a not-so-good 50 HP means that Pain Split will heal him a good amount of HP No weakness doesn't mean that he's Highlander. Strong hits still either take a large chunk of his HP or kill him. While immunity to Psychic, Fighting and Normal is good, he only resists Poison, limiting his tankish capacities. [SET] name: Calm Mind move 1: Calm Mind move 2: Dark Pulse move 3: Rest move 4: Sleep Talk / Hidden Power Fighting Item: Leftovers Ability: Pressure Nature: Bold evs: 252 HP / 252 Def / 4 SpD [SET COMMENTS] This set is Spiritomb's best shot in OU, being the perfect counter to most kinds of Reuniclus, most notably the Calm Mind variant. Access to Calm Mind coupled with a reliable Defense stat can turn him into a very bulky sweeper. Dark Puse is preferred over Shadow Ball because nothing is immune to Dark (yet some Pokemon with Justified as their ability have their Attack boosted when hit by a Dark-type move). Rest and Sleep Talk increase Spiritomb's survivability. Hidden Power Fighting can, however, replace Sleep Talk for a super effective hit on Tyranitar, Heatran and Scrafty. [Additional Comments] A Bold nature with 252 EVs in both HP and Defense grants Spiritomb max suvivability against most of the unboosted physical moves, with the leftover going to Special Defense. Alternatively, if you want a more offensive Spiritomb, you can run a Modest nature with the Special Defense or Defense Evs in the Special Attack. Pain Split can replace Rest as a more "reliable" way of recovery. Choosing Pain Split also forces Spiritomb to drop Sleep Talk, allowing Spiritomb to have a wonderful Dark + Fighting combo, resisted only by Heracross and Toxicroak. Shadow Ball is a viable option over Dark Pulse, but it can only be chosen if Pain Split is also selected, because Normal-types are immune to Ghost. As any special attacker Pokemon, Blissey and Chansey stop this set cold. Other special tanks that can hit Spiritomb hard such as Tyranitar also threatens this set. Fighting-types such as Conkeldurr, Machamp, Hitmontop and Lucario are good partners to this kind of Spiritomb because they can destroy the aforementioned special walls with their powerful Fighting-type moves, while Spiritomb gets rid of the Ghosts and Psychics that scary the aforementioned Pokemon. Hitmontop gets an special mention because he can remove Toxic Spikes and the other entry hazards with Rapid Spin. While entry hazards murder Spiritomb, they also help him. Forretress can set up all three and can also use Rapid Spin to blow the entry hazards away. If Spiritomb is using Rest, clerics are good to have in the team. Good clerics include Celebi, Shaymin, Blissey and Chansey. [Optional Changes] A defensive set with Will-O-Wisp / Taunt / Pain Split / Sucker Punch or Pursuit with a Careful Nature is viable. Spiritomb has a bunch of interesting moves that are worth to be mentioned. Hypnosis is very useful for crippling some walls and sweepers, but its accuracy is a major letdown. Psychic can be used to take down Fighting and Poison-types. Confuse Ray is annoying, but very, very unreliable. Spite is funny to use with Pressure and probably Protect. A "TormenTomb" set inspired at the "TormenTran" with Torment and Substitute as well as other moves set can be used, and it's very hard to take down. A Choice Band set with Pursuit / Shadow Sneak / Sucker Punch / Trick, albeit walled by Steels, can prove effective. Likewise, a Choice Specs set with Dark Pulse / Hidden Power Fighting / Psychic / Trick is also effective. Snarl can be used with Pursuit to force switches. Memento is a highly unorthodox move, but Spiritomb is too slow to pull it of. Spiritomb is also too slow to use Imprison, Destiny Bond and Grudge. However, Spiritomb also learns Quash, with can help to use the aforementioned moves. Nasty Plot is appealing, but Calm Mind is usually better because of Spiritomb's defensive nature. Spiritomb has access to Icy Wind, Water Pulse and Silver Wind, but the Dark Pulse / Shadow Ball + Hidden Power Fighting combo is usually better. [Checks and counters] Kangaskhan and Miltank are the best Spiritomb checks if they are running Scrappy, allowing them to hit Spiritomb super effectively with a powerful Hammer Arm or other kind of Fighting-type move. They don't like Will-O-Wisp, however. No weakness doesn't mean invincibility. A lot of extremely powerful pokémon with amazing powerful moves like Choice Band Darmanitan, Choice Band Haxorus can all OHKO Spiritomb with a strong Flare Blitz and Outrage respectively. Other pokémon that had achieved a lot of boosts can also destroy Spiritomb, such as Swords Dance Haxorus, Swords Dance Excadrill and Shell Smash Cloyster. For special sets, Blissey and Chansey can wall Spiritomb all day and use Toxic if necessary. Occasional Pain Split and Taunt are extremely annoying, however. Harmful status such as burn and poison also manhandles all Spiritomb without Rest. [Dream World] Spiritomb gets Infiltrator from Dream World, with is a pretty useless ability in such defensive pokémon like Spiritomb, and Pressure is better anyway. However, with Infiltrator, Spiritomb becomes the best counter in the game for Dual Screener Psychics such as Azelf, Cresselia and Reuniclus. Infiltrator also bypasses Safeguard.