Spiritomb
Ghost/Dark
50 HP / 92 Atk / 108 Def / 92 SpA / 108 SpD / 35 Spe
Spiritomb finds itself in UU again, and a welcome addition at that! The first that comes to mind when you think of Spiritomb is that it's typing gives it no weaknesses, and great defensive stats. The next thing that you think of is that these are somewhat offset by it's horrible HP stat, but still the freaky dimension splitter mon makes do.
So why use it? Well, being a Ghost it blocks Rapid Spin giving it a niche right there. STAB
Pursuit and
Sucker Punch are also good selling points, Being able to switch into most of the Psychic and Ghost types in the tier with impunity, and gaining a free kill against them when holding a Choice Band is kinda cool too.
Shadow Sneak is a weaker, but more reliable form of priority that Spiritomb has. It's offensive movepool isn't great, lacking a real way to touch Steel and opposing Dark types outside of
Hidden Power Fighting, but with
Nasty Plot and
Calm Mind at its disposal, Spiritomb can also pull a late game bulky sweep with
Dark Pulse or
Shadow Ball.
Spiritomb shines on stall teams as a sturdy Rapid Spin blocker, as well as havnig a plethora of useful support moves such as
Trick and
Curse. The former is useful against Stall, for crippling the likes of Chansey or Suicune with a Choice Band, and the latter useful when playing stall as a win condition against last mon boosters such as Curselax or CMcune.
Will-O-Wisp is also worth a mention, for crippling threatening physical sweepers.
Spiritomb lacks a real reliable recovery, but does learn
Pain Split and
Rest (usually coupled with
Sleep Talk for a "Crotomb" set). Choice varients appreciate Wish support.