Gen 3 Gengar [QC 2/2] [GP 2/2]

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vapicuno

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[OVERVIEW]

Gengar is a centralizing threat in ADV OU with amazing versatility. It boasts high Special Attack and Speed, which are both integral to its utility and offensive roles. In addition, one would be mistaken to assume that it is a glass cannon based on its poor defensive stats. It has immunities to Normal-, Ground-, and Fighting-type attacks and a resistance to Bug-type attacks, providing it with an abundance of opportunities to pivot in on mixed and physical variants of Salamence, Heracross, Snorlax, Swampert, Flygon, Gyarados, Aerodactyl, and Body Slam Jirachi. It even gets opportunities to pivot in on Toxic. Gengar also has very few weaknesses that aren't widely distributed, making its selection of checks highly specific.

One of Gengar's greatest assets is its ability to spinblock allowing Spikes to remain on the field. Another major boon to Gengar is its unique set of utility moves, which almost no Pokemon is completely able to shrug off; in particular, Will-O-Wisp severely threatens every non-Fire-type without Natural Cure, and even those that do get their recovery shut down by Taunt, making Gengar highly effective at pressuring passive Pokemon like Blissey and Milotic too. Offensively, Gengar's selection of coverage moves allows it to be an effective sweeper with Spikes support. As a dedicated Blissey lure, Gengar can even use Mean Look + Perish Song or Explosion in conjunction with Dugtrio, allowing specially offensive pokemon to sweep.

While Gengar has many strengths, its propensity to be trapped, lack of STAB moves, and slight frailty hold it back. Pursuit Tyranitar OHKOes any Gengar that isn't properly EV trained to survive it. The lack of STAB moves but an abundance of coverage means that Gengar is not suited for consistently firing off strong neutral hits early-game, although it gets exponentially better with Spikes. Its low defensive stats can somewhat be compensated for through EV investment, but at the expense of a crucial amount of Speed.

[SET]
name: Defensive
move 1: Will-O-Wisp
move 2: Taunt / Explosion
move 3: Thunderbolt
move 4: Ice Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 44 Def / 8 SpA / 112 SpD / 96 Spe

[SET COMMENTS]

Set Description
=========

Defensive Gengar is most commonly used on teams that use indirect damage from sand and Spikes, and they are canonically referred to as Toxic, Sandstorm, and Spikes (TSS) teams. This set maintains pressure on both defensive and offensive Pokemon with a well-balanced combination of utility and coverage moves. Will-O-Wisp stings everything bar Fire-types and Natural Cure Pokemon. On the anti-offense side, it completely invalidates physical threats like Metagross, Tyranitar, and Snorlax. On the stallbreaking side, it turns the long game from an asset into a liability by ensuring that defensive Pokemon like Skarmory, Swampert, and Jirachi lose HP the more turns they stay in. Even Natural Cure Pokemon like Blissey and Celebi don't exactly gain momentum on Gengar, as the added Spikes damage frequently forces them to make an attempt at recovering.

Taunt makes this possible, providing additional pressure by preventing Blissey and, if you're daring, Celebi from healing up, keeping them at low HP throughout the game. Taunt also maintains pressure on passive Pokemon by denying Swampert, Milotic, and Claydol from using Refresh and Suicune and Snorlax from using Rest. Taunt also allows Gengar's teammates to come in without fear of status effects. Defensively, Taunt is also an emergency measure that prevents Dragon Dance Tyranitar and Calm Mind Jirachi from setting up and sweeping. Explosion is a slightly riskier and more targeted option than Taunt. Instead of playing the patient game with Taunt, Explosion seeks to blow through Blissey when the time is right for a sweeper at the back like Starmie, Zapdos, offensive Suicune, or offensive Jirachi. Explosion also helps to hammer through Zapdos + Celebi specially defensive cores, take out Claydol after an Ice Punch, thereby retaining Spikes for the rest of the game, and ending the turn to prevent the foe from setting up just like Taunt and enabling a Dugtrio trap. Although a rare choice, Destiny Bond can be used to lure in and remove Claydol more reliably, and also to remove key offensive threats.

Thunderbolt and Ice Punch provide neutral coverage for most of the metagame. In particular, Thunderbolt helps Gengar deal with the likes of Starmie trying to muscle through it to get a Rapid Spin off, allows it to beat Moltres and defensive Suicune one-on-one, and lets it check Gyarados. Ice Punch deals with Spikes-immune threats, namely Zapdos, Salamence, and Flygon, while providing extra pressure against Celebi. Note that with Ice Punch, Gengar is one of the rare mixed Salamence pivots and can even offensively check Dragon Dance Salamence with the right EVs. Occasionally, Explosion can be used over Thunderbolt or Ice Punch as a sacrificial stop against spinners and special walls.

Fire Punch and Giga Drain are alternatives coverage moves. They are, however, less commonly seen, as Gengar would then be completely walled by Moltres and Charizard, it couldn't serve as a reliable check against Salamence, and it would be forced out by Zapdos. Notably, though, Giga Drain provides Gengar with an opportunity to wrestle Pursuit Tyranitar one-on-one, especially with the aid of Will-O-Wisp and Spikes, and it improves the matchup against Claydol by healing off the damage from Psychic, turning it into a 3HKO instead. While the inability to hit Zapdos and Moltres hard may be seen as a weakness, this coverage combination may instead be used as a way to lure in and remove them through Explosion.

The listed EV spread allows Gengar to switch out in the face of Tyranitar's Pursuit without getting KOed in sand and to survive Salamence's and Gyarados's boosted Hidden Power Flying in sand, all while outspeeding Timid Moltres. An alternate EV spread of 248 HP / 60 SpD / 200 Spe allows Gengar to survive Tyranitar's Pursuit, which equates to about a half chance of surviving it in sand, and boosted Hidden Power Flying from Salamence half the time in addition to outspeeding Timid Zapdos, Jolly Salamence, maximum Speed Tyranitar with a neutral nature after a Dragon Dance, and even some Adamant Dugtrio that forgo Speed investment. Don't underestimate the value of a Gengar kept around only to get KOed by sand as it comes in; it provides an extra turn to spinblock and can be used sacrificially to bring a threatening sweeper like Aerodactyl in. A spread of 168 HP / 164 SpD / 176 Spe guarantees surviving Tyranitar's Pursuit in sand while offering virtually no protection against Salamence, yet maintaining the Speed advantage over Timid Zapdos and Jolly Salamence. This spread also allows it to survive Aerodactyl's Rock Slide under sand. Preserving Gengar under sand even after taking Pursuit can be extremely helpful when one has Dugtrio to trap Tyranitar, and especially if one faces Forretress.

Against stall teams, defensive Gengar should be used to play a patient game of constant pressure by keeping the opponent's special walls in a perpetual recover loop through Spikes, Will-O-Wisp, and Taunt. This creates multiple opportunities for a physical threat like Tyranitar to exert pressure and eventually force either the physical or special walls to crumble, allowing one's sweeper to take over. Against offensive teams, defensive Gengar can pivot in by exploiting its plethora of immunities and resistances to fire off Will-O-Wisp and punish their lack of status removal options, and keeping Gengar healthy might be all that is needed to stave off a late-game threat.

Team Options
========

Defensive Gengar mostly belongs on TSS teams. A Spiker is almost mandatory to exploit Gengar's ability to spinblock and force switches. The Spiker of choice is Skarmory most of the time, but on more offensive teams it can be Cloyster. To help the Spikes damage stick, Tyranitar is also frequently used as a partner. In particular, bulky physical Tyranitar is the best set at exploiting Spikes, as it easily comes in on Blissey and forces it to switch after Gengar has prevented Blissey from recovering. Other mid-game attackers that appreciate Spikes and that benefit from Gengar's spinblocking support are Moltres and perhaps even Zapdos. Finally, Gengar enables generic late-game sweepers like Starmie and Aerodactyl to sweep.

This Gengar set generally intends to play the long game and does not immediately threaten special threats like Jolteon, Zapdos, and Moltres, so robust special walls that also act as status absorbers like Blissey and Celebi are good partners. Defensive Jirachi can also act as a special wall that keeps Gengar healthy with Wish. Occasionally, Gengar is used with Jolteon for its ability to keep Blissey pressured in the absence of a more oppressive check like Metagross, and it makes the best use of its defensive abilities against Salamence on a team where a defensive backbone is lacking. Swampert is a staple in TSS style teams due to its immunity to sand, but Explosion Gengar can easily enable a Suicune sweep instead, where defensive Jirachi is the Rock resistance.

Sometimes, this Gengar is paired with Dugtrio, where Gengar brings the special walls and status absorbers to such a low HP that Dugtrio can essentially remove them or it simply dents them with Explosion for Dugtrio to finish them. There are two ways to proceed from here; with a standard Tyranitar lineup, the remaining team can be outstalled by TSS due to the elimination of the status absorber. Alternatively, this Gengar can also be used on a team that drops Tyranitar in favor of a special threat, which has now been allowed free rein by the elimination of the special wall. Dugtrio can also potentially remove Pursuit Tyranitar or at least weaken it to a point where it is no longer a threat to Gengar.

[SET]
name: Offensive
move 1: Thunderbolt / Fire Punch
move 2: Ice Punch
move 3: Hidden Power Grass
move 4: Explosion / Hypnosis / Fire Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

Set Description

=========

Offensive Gengar is intended to be a mid- or late-game sweeper. With its vast coverage options, it can easily take out teams that have been weakened by Spikes with its super effective hits. The first move is the coverage for Skarmory. Thunderbolt is generally Gengar's strongest move, hitting most grounded targets neutrally, and it gives Gengar a way to hit Suicune, Starmie, Moltres, Charizard, and Gyarados really hard. The ability to threaten offensive Starmie with an almost assured OHKO under sand is notable, because it allows Gengar to switch in on an anticipated Rapid Spin and force Starmie out. Fire Punch is an alternative option that helps to take out metagame staples such as Metagross and Jirachi while also hitting Magneton and Heracross, which may wall Gengar in spite of their frailty. However, using Fire Punch comes at the cost of being walled by Fire-types and Gyarados.

As Spikes only affects grounded Pokemon, Gengar needs Ice Punch to exert pressure on all non-grounded threats. Ice Punch OHKOes Salamence, allowing Gengar to pivot into the mixed variant safely and prevent the Dragon Dance variant from sweeping. Ice Punch 2HKOes Zapdos but usually simply threatens to OHKO it after taking a hit from Swampert, Suicune, Zapdos, or Metagross mid-game. Celebi can also be brought into 2HKO range should it take any residual damage. Offensive Gengar is therefore great at tearing up Zapdos + Celebi specially defensive cores. Ice Punch is also very important for putting pressure on Claydol, as it scores a clean 3HKO on 252 HP / 0 SpD Claydol; while Claydol is unable to 2HKO Gengar, catching it with Ice Punch on the switch guarantees that Claydol will not get the opportunity to force Gengar out and use Rapid Spin. Finally, Ice Punch also allows Gengar to OHKO Dugtrio and Flygon.

A Grass-type move, most commonly Hidden Power Grass, is necessary to stop two of the tier's most common Pokemon, Swampert and Tyranitar, from completely walling Gengar. It comes very close to OHKOing Swampert and 2HKOing Tyranitar, and this again is where Spikes really helps. Pursuit Tyranitar is heavily pressured once it is put in 2HKO range because it loses if it tries to use Pursuit while Gengar boldly stays in to attack. Giga Drain can sometimes be used in place of Hidden Power Grass for healing Gengar.

The last slot is usually dedicated to a move that helps Gengar maintain momentum. Explosion takes out Pokemon that Gengar is just short of KOing with a coverage move, notably Claydol, Zapdos, Celebi, and Starmie, and it does a chunk to Blissey and Snorlax. It also chips and ends the turn on Dragon Dance Tyranitar and Calm Mind Jirachi, denying their opportunity of setting up with the prospect of a follow-up KO. Hypnosis invalidates Gengar's checks, and many teams have only one of them. It can turn the tables on Claydol and Pursuit Tyranitar, whose teams are already weak to Spikes and Gengar. Landing Hypnosis can be a complete disaster for the opponent, but missing it can also be tragic, as offensive Gengar is very frail. Hypnosis is thus best used on an expected switch.

Maximum Special Attack EVs are used to minimize the amount of chip damage needed before Gengar starts wreaking havoc. Maximum Speed investment is never a bad idea on offensive Pokemon to force Speed ties, but technically, only 216 Speed EVs are needed to outspeed the next fastest Pokemon, Adamant Dugtrio. If that is chosen, investing the remaining EVs in HP gives Gengar better odds to survive defensive Swampert's Torrent-boosted Hydro Pump, defensive Starmie's Psychic, and Heracross's attacks in general, but one could also just put them into Attack for the extra sting on Explosion.

Bring Gengar in on free turns after Spikes has been laid and when it can force a switch, especially when the opponent's team has been chipped across the board. The best situation either forces the opponent to sacrifice the Pokemon on the field or induces chip from Spikes and the first hit on the incoming Pokemon, putting the pivot into range of another coverage move.

Team Options
========

Spikes is pretty much mandatory with this set, as Gengar's lack of a STAB attack forbids it from hitting hard early-game, yet its versatile coverage becomes immensely more threatening when the opponent's team is uniformly chipped and unable to safely pivot around. Therefore, Cloyster and Skarmory are prime candidates as partners. Cloyster in particular deserves a mention because its offensive pace is better suited for offensive Gengar, and its Explosion or Surf can put a severe dent into Metagross or Tyranitar, bringing them further into Gengar's KO range. Naturally, fast phazers like Jolteon and Zapdos go well on offensive Spikes teams for racking up Spikes damage early-game on grounded bulky Pokemon. As offensive Gengar has no immediate answers to Blissey, Metagross could be an important pivot, especially if one is not using bulky physical Tyranitar. To set up for the sweep, Gengar appreciates other offensive partners that chip Zapdos mid-game such as offensive Swampert and Suicune. Finally, Gengar can also pave the way for an offensive Starmie, Jirachi, or Suicune to sweep, all of which take delight in bringing down the Pokemon that Gengar has already chipped or, in the case of Blissey and Snorlax, damaged with Explosion. Aerodactyl is also a great physically offensive partner, as desperate opponents are frequently very willing to trade away their bulky pivots to Aerodactyl, like Tyranitar, Metagross, Jirachi, and Suicune, to remove Gengar.

[SET]
name: Utility
move 1: Hypnosis / Will-O-Wisp / Mean Look
move 2: Explosion / Destiny Bond
move 3: Ice Punch / Taunt / Explosion / Focus Punch
move 4: Thunderbolt / Taunt / Will-O-Wisp / Mean Look
item: Leftovers
ability: Levitate
nature: Hasty
evs: 168 HP / 164 SpD / 176 Spe

[SET COMMENTS]

Set Description
=========

This set is used mostly as a lead or early-game Pokemon on non-Spikes specially offensive teams to harass the opponent as much as possible with status moves before attempting to sacrifice itself to take out a special wall. If the set looks like a mess, it's because this Gengar's moves are truly versatile and, to some extent, team dependent. This Gengar works best in a position where it keeps its opponent guessing its moveset and eventually springs some surprises.

Hypnosis fits nicely on the specially offensive teams. Due to their fast pace, it is highly likely that a Pokemon put to sleep never wakes up throughout the game, and even if a Natural Cure Pokemon is put to sleep, the opponent is still highly pressured to switch out to avoid Explosion. Regardless of the opponent's choice, sleep also provides an opportunity for a partner like Choice Band Metagross to get a free switch in. Will-O-Wisp threatens to burn Metagross, Tyranitar, and Jirachi, allowing Gengar to more easily lure out the special walls. Note that nothing is stopping the use of Hypnosis and Will-O-Wisp together; it is well and valid. Mean Look is a good option for teams that are highly reliant on Gengar to nail the Blissey trap, eliminating the risk of using Explosion on an irrelevant target.

The second move is generally the move Gengar uses to force a trade. Explosion is the most common choice; unlike Destiny Bond, it eliminates any uncertainty of getting into a follow-up Dugtrio's KO range and doesn't risk critical hits or secondary effects. Destiny Bond, however, allows Gengar to take out a range of offensive threats and act as a secondary measure to completely remove the special wall if Dugtrio has been taken out. It also removes Pursuit Tyranitar, giving rain users free rein. Again, nothing is stopping one from using both Explosion and Destiny Bond.

Taunt has a variety of applications. It stops Skarmory from laying Spikes, and Skarmory is frequently willing to do so on the assumption that this Gengar in a lead position indicates a specially offensive team, against which Skarmory is not necessarily helpful and would gladly absorb Hypnosis. Furthermore, It prevents Refresh users from healing away the burn and keeps the momentum on one's side by preventing Blissey from firing off Thunder Wave. Having this momentum also allows Gengar to play more safely and time Explosion at a moment when the opponent is more highly pressured. Finally, Taunt also prevents the opponent from setting up and stops Suicune and Snorlax from using Rest.

Ice Punch and Thunderbolt are coverage moves that hit most of the metagame neutrally. However, they are not mandatory, as this Gengar tends not to be used to sweep but create problems with its utility moves and force early-game exchanges. In fact, since the opponent is also usually going to assume that an unrevealed Gengar moveset is going to contain attacking moves, having a third utility move can sometimes be a nasty surprise. Focus Punch can catch Blissey and Pursuit Tyranitar off guard. It also encourages Blissey to stay in and recover, making the use of Mean Look and Explosion more reliable, and puts Tyranitar in range of Gengar's coverage move.

There are multiple appropriate EV spreads for Gengar. The given spread allows it to put Bold Blissey into range of Dugtrio's Earthquake with Explosion while letting it survive Tyranitar's Pursuit in sand and outspeeding all base 100 Speed Pokemon like Zapdos and Salamence with Speed investment. Alternatively, one could go for an even more offensive spread of 96 Atk / 160 SpA / 252 Spe not just to do generally more damage but also to put most Snorlax into range of Dugtrio's Earthquake. Focus Punch sets might prefer the even more physically aggressive spread of 184 Atk / 124 SpA / 200 Spe to ensure that maximum HP Tyranitar gets KOed with the follow-up coverage move. One could go for the more physically defensive spread of 248 HP / 52 Atk / 112 SpD / 96 Spe with a Timid nature for an almost similar benchmark on Blissey, except this set is only fast enough to outspeed Timid Moltres. If one is willing to accept the small probability of a maximum HP Blissey surviving both Dugtrio and Gengar or is using Destiny Bond instead of Explosion, then using a Timid nature with any of the EV spreads in the defensive set is also fine.

Team Options
========

Dugtrio is the most common partner to this Gengar. It follows up after Gengar's Explosion to KO special walls like Blissey, Snorlax, Celebi, and Jirachi while also removing Pursuit Tyranitar for Gengar, or together with Gengar, for the sake of setting up rain. This combination opens the door for a whole host of special threats, including offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou and rain users like Kingdra and Ludicolo. Apart from providing special support, Gengar's Hypnosis also allows hard-hitting physical threats like Heracross and Choice Band Metagross to come in for free.

[SET]
name: Perish Trap
move 1: Mean Look
move 2: Perish Song
move 3: Taunt / Substitute
move 4: Destiny Bond / Protect / Hypnosis
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 60 SpD / 200 Spe

[SET COMMENTS]
Set Description
=========

This set intends to trap special walls like Blissey, Snorlax, and Celebi through the surprise use of Mean Look + Perish Song. The generic idea is to trap the wall with Mean Look, use Perish Song, wait it out or switch to Dugtrio to continue the trap, and then switch out for the KO. If Gengar is kept around, one can even use Perish Song a second time as Gengar is KOed and use Substitute Dugtrio for a second follow-up KO.

Taunt prevents the opponent from phazing or using status moves and should be used with Destiny Bond to force the opponent into using an attacking move. Substitute tends to be used with Protect to retain as much HP as possible while the Perish Song counter is running. Destiny Bond is supposed to be used as a last resort when Gengar has taken out something and lacks the HP for another trap. Hypnosis is a high-risk high-reward option that has general utility; it can also turn the tides against a check if it hits, but it can lead to Gengar being KOed if it misses.

The EVs are tailored to outspeed base 100 Speed Pokemon like Timid Zapdos and Jolly Choice Band Salamence with maximum Speed investment in order to nail them with Taunt and Destiny Bond, while maximum HP investment helps to survive attacks like defensive Celebi's Psychic and minimize damage from Blissey's Ice Beam, Snorlax's Shadow Ball, and Heracross's Rock Slide. Gengar's EVs are versatile here. One could go for a spread that guarantees surviving Pursuit from Tyranitar under sand so that Destiny Bond is not ruined by sand at the expense of physical bulk that is helpful in taking Snorlax's Shadow Ball or Speed. A spread that satisfies the former condition is 168 HP / 164 SpD / 176 Spe, while one that provides for the latter is 248 HP / 44 Def / 112 SpD / 104 Spe.

Team Options
========

Substitute Dugtrio is an important partner to this Gengar, as Substitute allows Dugtrio to take over from Gengar in extending trap turns for Perish Song to take effect. Note that Dugtrio can still carry Choice Band and replace Rock Slide with Substitute, since everything Dugtrio traps is hit hard by its other moves. Offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou as well as rain users like Kingdra and Ludicolo all benefit from the removal of special walls.

[STRATEGY COMMENTS]
Other Options
=============

Dynamic Punch is a risky move that has huge upsides when Gengar is facing Pursuit Tyranitar, but its accuracy makes it highly unreliable. Thief can be used to slowly chip at special walls, but the constant pressure of Will-O-Wisp + Taunt or the immediacy of Explosion makes it hard to justify its use. Focus Punch can be a choice on the all-out attacker set to take down an unsuspecting Blissey or Tyranitar.

Checks and Counters
===================

There are very few definite checks and counters to Gengar, and the most prevalent Gengar checks are defensive Pokemon. However, offensive teams can try their best to trade humongous amounts of damage in return for taking Will-O-Wisp from Gengar, use Lum Berry on the Pokemon that are weakest to burn like Metagross and Tyranitar, and try not to let Gengar in at all.

**Natural Cure**: Blissey and Celebi both pivot into Will-O-Wisp with the intention of encouraging Gengar to switch out by chipping it with Ice Beam or threatening it with a potential Psychic, respectively, and healing the status away with Natural Cure. Of the lot, Blissey is the most robust; its Normal typing does not allow Gengar to take any advantage of it with its elemental coverage. Celebi is more susceptible to Gengar's coverage, but it is usually able to survive Will-O-Wisp and two Ice Punches if it's using the defensive set to 2HKO back with Psychic. Making the right reads, however, is crucial to prevent too many exploits by physical threats that follow up from Gengar. Starmie gets 2HKOed by Thunderbolt and only OHKOes Gengar after some chip damage, but it can still act as a one-time pivot. Refresh users are less reliable against Taunt Gengar but also act similarly if push comes to shove. Swampert can deal with Gengar lacking Grass-type coverage moves, and Milotic can try to wrestle against Gengar lacking Electric-type coverage.

**Pursuit**: Pursuit Tyranitar is the bane of Gengar's existence, forcing the Gengar user to make the decision between staying in to wrestle Tyranitar or switching out and taking a huge chunk of damage or possibly getting KOed. Pursuit Tyranitar is best at taking out defensive Gengar. It is not a reliable trapper, however, as it does not OHKO defensive Gengar, and Dugtrio might be waiting behind. Gengar may also end up on the winning end by inflicting a burn and hitting Tyranitar with a Grass-type coverage move, if Tyranitar chooses to use Pursuit while Gengar stays in. Offensive Gengar might also be able to beat Tyranitar by using Hidden Power Grass or Hypnosis on the switch and outplaying Tyranitar. Pursuit Umbreon has a little more longevity with Wish and can burn Gengar back with Synchronize, but it is rarely used because its passivity allows Metagross and Skarmory to come in freely. Pursuit Houndoom is able to OHKO Gengar with good odds, but it is rather frail, susceptible to the Dugtrio trap, and offers almost no defensive utility otherwise. Metagross can scare the opponent with Psychic and catch Gengar with Pursuit on the switch while retaining the wallbreaking properties of mixed Metagross, but it needs a one-time Will-O-Wisp pivot on the team, as it too is not anywhere close to OHKOing Gengar with Pursuit.

**Electric-types**: Electric-types can threaten Gengar with Thunder Wave or a 2HKO with Thunderbolt. Jolteon is by far the most reliable Gengar check among the Electric-types, as it does not suffer a weakness against any of Gengar's coverage moves, and, since it's a fast specially offensive Pokemon that relies more on its Speed rather than its bulk to win games, it does not fear Will-O-Wisp too much. However, it will still be worn down by the burn over time. Magneton can deal with Gengar lacking Fire Punch and notably resists Explosion. Zapdos can reliably deal with Gengar lacking Ice Punch, but short of that, it will require pivoting in on a move other than Ice Punch and will have to rely on its Speed or good reads to neuter Gengar.

**Fire-types**: Unrevealed Moltres and Charizard serve as offensive checks to Gengar by pivoting into Will-O-Wisp. Moltres can then threaten to OHKO Gengar with Overheat. Charizard either outspeeds Gengar and hits it hard with Fire Blast or survives Thunderbolt to OHKO it with a Blaze-boosted Fire Blast.

**Guts**: Guts users like Heracross—especially the Hidden Power Ghost variant—and Machamp can act as one-time pivots into Gengar's Will-O-Wisp or simply come out in the game before Gengar in an attempt to trade it down.

**Offensive Special Checks**: Snorlax and Regice can take a few hits from offensive Gengar's coverage moves. Snorlax, however, does not appreciate getting burned. Regice's Special Attack stat is unaffected by the burn, but sending Regice in to take the burn is still not ideal, as Explosion is going to do a miserable amount of damage as a result.

[CREDITS]
- Written by: [[vapicuno, 5454]]
- Quality checked by: [[pasy_g, 61664], [Triangles, 118250]]
- Grammar checked by: [[Milak, 262594], [Rabia, 336073]]
 
Last edited:

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Past WCoP Champion
Moderator
ready for qc
 

wyc2333

A=X+Y+Z Y: Hard Work
真有动力,一天不到就写完了。我一开始“写”超世代分级的卡比兽和雷布的时候效率也很高,当然那两篇按照现在的标准来看可能深度不够
evs: 248 HP / 48 Def / 4 SpA / 112 SpD / 96 Spe
minor but why 4 spa
name: Utility
move 1: Hypnosis / Will-O-Wisp / Mean Look
move 2: Explosion / Destiny Bond
move 3: Ice Punch / Taunt / Explosion / Focus Punch
move 4: Thunderbolt / Taunt / Will-O-Wisp / Mean Look
item: Leftovers
ability: Hasty
evs: 168 HP / 164 SpD / 176 Spe
imo mean look doesn't deserve being slashed
ability: Hasty
if boom or focus punch isn't used, timid is an option
 
Last edited:

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Past WCoP Champion
Moderator
thanks for the comments wyc.

4 SpA is just the leftover EVs after surviving ddmence and suit tar and outspeeding moltres. nothing special about it.

mean look + explosion is definitely used and valid imo (see marcop's game in last year's spl on his omastar rain team), we'll see what the qc team says about this.

edited "Timid" into this sentence
If one is willing to contend with playing around the small probability of a maximally physically bulky Blissey surviving both Dugtrio and Gengar, or is using Destiny Bond instead of Explosion, then using a Timid Nature with any of the EV spreads in the defensive set is also fine.
 
[OVERVIEW]

Gengar is a centralizing threat in the ADV OU metagame with amazing versatiliy. It boasts high Special Attack and Speed, which are both integral to its utility and offensive roles. In addition, one would be mistaken to assume based on its poor defensive stats that it is a glass cannon. It has immunities to Normal-, Ground-, and Fighting-type attacks, and a resistance to Bug- type attacks, providing an abundance of opportunities for Gengar to pivot in on mixed and physical variants of Salamence, Heracross, Snorlax, Swampert, Flygon, Gyarados, Aerodactyl, and Body Slam Jirachi. It even gets opportunities to pivot in on Toxic due to its Poison immunity.

One of Gengar's greatest assets is its ability to block Rapid Spin through its normal-type immunity, hence allowing Spikes to remain on the field. Another of Gengar's assets is its unique set of utility moves which almost no Pokemon is completely able to shrug off; in particular, Will-O-Wisp severely threatens every non-Fire-type without Natural Cure, and even those that do get their recovery shut down by Taunt, making Gengar highly effective at pressuring passive Pokemon like Blissey and Milotic too. Offensively, Gengar's rainbow of elemental coverage allows it to be an effective sweeper with Spikes support. As a dedicated Blissey lure, Gengar can even use Mean Look + Perish song or Explosion in conjunction with Dugtrio, enabling specially offensive sweepers.

While Gengar has many strengths, its propensity to be trapped by Pursuit users, lack of STAB, and slight fraility hold it back. Pursuit Tyranitar OHKOs any Gengar that isn't consciously EV'd to survive it. The lack of STAB but abundance of coverage means that Gengar is not suited for making consistently strong neutral hits early-game, but gets exponentially better with Spikes. Its low defensive stats can somewhat be compensated by EV investment, but at the expense of a crucial amount of speed.

[SET]
name: Defensive
move 1: Will-O-Wisp
move 2: Taunt / Explosion
move 3: Thunderbolt
move 4: Ice Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 48 Def / 4 SpA / 112 SpD / 96 Spe

[SET COMMENTS]

Set Description
=========

Defensive Gengar is most commonly used on teams that use indirect damage from Sand and Spikes, and they are canonically referred to as Toxic, Sandstorm, Spikes (TSS) teams. This Gengar maintains pressure on both defensive and offensive Pokemon with a well balanced combination of utility and coverage moves. Will-O-Wisp stings everything bar Fire-types and Natural Cure Pokemon. On the anti-offense side, it severely cripples physical threats like Metagross, Tyranitar, and Snorlax, halfening their damage output. On the stallbreaking side, it turns the long game from an asset into a liability by ensuring that defensive Pokemon like Skarmory, Swampert, and Jirachi lose HP the more turns they stay in. Even Natural Cure Pokemon like Blissey and Celebi don't exactly gain momentum on Gengar, as the added damage of stepping on Spikes frequently forces them to make an attempt at recovering.

That's where Taunt comes in. Taunt provides additional pressure by preventing Blissey, and if you're daring, Celebi from healing up, keeping them perpetually at low HP throughout the game. Taunt also maintains the pressure on passive Pokemon by denying Swampert, Milotic, and Claydol from using Refresh, and disallowing Suicune and Snorlax from using Rest. Taunt also allows Gengar's switch target to come in without feaer of status. Defensively, Taunt is also an emergency measure that prevents Dragon Dance Tyranitar and Calm Mind Jirachi from setting up a sweep. Explosion is a slightly riskier and more targeted option than Taunt. Instead of playing the patient game with Taunt, Explosion seeks to blow through Blissey when the time is right for a sweeper at the back like Starmie, Zapdos, offensive Suicune or offensive Jirachi. Although a rare choice, Destiny Bond can be used to lure and remove Claydol more reliably, get rid of key offensive threats and suprise an opposing Pursuit Tyranitar.

Thunderbolt and Ice Punch provide neutral coverage to most of the metagame. In particular, Thunderbolt helps Gengar deal with the likes of Starmie trying to muscle through Gengar to get a Rapid Spin off, allows Gengar to beat Moltres and defensive Suicune in a one-on-one, and allows Gengar to check Gyarados. Ice Punch deals with hovering threats that Spikes leaves unscathed, namely Zapdos, Salamence and Flygon, while providing the extra pressure against Celebi. Note that with Ice Punch, Gengar is one of the rare Mixed Salamence pivots, and can even offensively check Dragon Dance Salamence with the right EVs. Occasionally, Explosion can be used over Thunderbolt or Ice Punch as a sacrificial check-all against Spinners and special walls.

Fire Punch and Giga Drain are alternatives coverage moves. They are however less commonly seen, as Gengar is then completely walled by Moltres and Charizard, cannot serve as a reliable check against mixed Salamence, and is forced out by Zapdos. Notably though, Giga Drain provides Gengar an opportunity to wrestle Pursuit Tyranitar in a 1v1, and improves the matchup against Claydol by healing off the damage from Psychic, turning it into a 3HKO instead.

There are actually multiple appropriate EV spreads for defensive Gengar. The listed EV spread allows Gengar to switch out in the face of Tyranitar's Pursuit without getting KO'd in sand, survives Salamence's boosted Hidden Power Flying, and survives Gyarados' boosted Hidden Power Flying in Sand, all while outspeeding Timid Moltres. An alternate EV spread of 248 HP / 60 SpD / 200 Spe allows Gengar to survive Pursuit Tyranitar, which equates to about a half chance of living in Sand, while surviving boosted Hidden Power Flying from Salamence half the time, all while outspeeding Timid Zapdos, Jolly Salamence, neutral maximum speed Tyranitar after a Dragon Dance, and opposing defensive Gengar(i wouldn't mention Ada Dug as that scenario doesn't accur very often). Don't underestimate the value of a Gengar kept alive only to get KO'd by Sand as it comes in; it provides an extra turn to block Rapid Spin, and can be used sacrificially to bring a threatening sweeper like Aerodactyl in. A spread that guarantees living Tyranitar's Pursuit in Sand while offering virtually no protection against Salamence, yet maintaining the speed advantage over Timid Zapdos and Jolly Salamence, is 168 HP / 164 SpD / 176 Spe. This spread also survives Aerodactyl's Rock Slide under Sand. Keeping Gengar alive under Sand even after taking Pursuit can be extremely helpful when one has Dugtrio to trap Tyranitar, and especially if one faces Forretress.

Against stall teams, defensive Gengar should be used to play a patient game of constant pressure by keeping the opponent's special walls in a perpetual recover loop through Spikes, Will-O-Wisp, and Taunt. This creates multiple opportunities for a physical threat like Tyranitar to exert pressure on the physical side, and eventually force either the physical or special walls to crumble, from which one's sweeper can take over. Against offensive teams, defensive Gengar can pivot in by exploiting its plethora of immunities and resistances to fire off Will-O-Wisp, given their lack of status removal options, and keeping Gengar healthy might be all that is needed to stave off a late-game threat.

Team Options
========

Defensive Gengar mostly belongs on TSS teams. A Spiker is almost mandatory to exploit Gengar's ability to block Rapid Spin and force switches. The Spiker of choice is Skarmory most of the time, but on more offensive teams can be Cloyster. To help the Spikes damage stick, Tyranitar is also frequently used as partner as it sets Sand effectively cancelling the Leftovers recovery on most pokemons. In particular, Bulky Physical Tyranitar is the best set at exploiting Spikes, as it easily comes in on Blissey and forces the switch after Gengar has prevented Blissey from recovering. Other mid-game Spikes abusers that benefit from Gengar's Spikes support are Roar Moltres and mixed Zapdos. Finally, Gengar pairs well with generic late-game sweepers like Starmie and Aerodactyl.

This Gengar generally intends to play the long game, and does not immediately threaten special threats like Jolteon, Zapdos, and Moltres, so robust special walls that also act as status absorbers like Blissey and Celebi act as good partners. Defensive Jirachi can also act as a special wall that keeps Gengar alive with Wish. Occasionally, this Gengar is used with Jolteon, where it is valued for its ability to keep Blissey pressured in the absence of a more oppressive check like Metagross, and makes the best use of its defensive abilities against Salamence on a team where defense is lacking. Swampert is a staple in TSS style teams due to its Sand immunity, but Explosion Gengar can easily enable a Suicune sweep instead, where the role of Rock-resistance is relegated to defensive Jirachi.

Quite often this Gengar is paired with Dugtrio, where either Gengar brings the special walls and status absorbers to such a low HP that Dugtrio can essentially remove them, or Gengar simply dents them with Explosion for the Dugtrio finish. There are two ways to proceed from here; with a standard Tyranitar lineup, the remaining team can be outstalled by TSS due to the elimination of the status pivot. Alternatively, this Gengar can also be used on a team that drops Tyranitar in favor of a special threat, which has now been enabled by the elimination of the special wall.

[SET]
name: Offensive
move 1: Fire Punch / Thunderbolt
move 2: Ice Punch
move 3: Hidden Power Grass
move 4: Explosion / Hypnosis / Thunderbolt
item: Leftovers
ability: Levitate
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

Set Description

=========

Offensive Gengar is intended to be a mid- to late-game sweeper. With its vast elemental coverage, it can easily take out teams that have been weakened by Spikes with its super-effective hits. The first move is the coverage for Skarmory. Fire Punch is more common as it helps to take out metagame staples Metagross and Jirachi, while also hitting Magneton and Heracross, which may wall Gengar in spite of their frailty; Thunderbolt ensures underrated threats like Moltres, Charizard, and Gyarados do not wall Gengar, and the additional power helps a lot against Suicune and Starmie. Starmie is a worthy mention here because Gengar occasionally switches in to block Rapid Spin; Thunderbolt scores the almost assured OHKO on offensive Starmie under Sand.

As Spikes only affects grounded Pokemon, Gengar needs Ice Punch to exert pressure on all hovering threats. Ice Punch OHKOs Salamence, allowing Gengar to pivot into the mixed variant safely and prevent the Dragon Dance variant from sweeping. Ice Punch 2HKOs Zapdos, but usually also simply threatens to OHKO after it taking a hit from Swampert, Suicune, Zapdos, or Metagross midgame. Celebi can also be brought into 2HKO range should it take any residual damage. Offensive Gengar is therefore great at tearing up Zapdos + Celebi special defense cores. Ice Punch is also very important for putting Pressure on Claydol. As it scores a clean 3HKO on 252 HP / 0 SpD Claydol, while Claydol is unable to 1HKO Gengar, catching it with Ice Punch on the switch guarantees that Claydol will not get the opportunity to force Gengar out and use Rapid Spin. Finally, Ice Punch also allows Gengar to OHKO Dugtrio and Flygon.

Hidden Power Grass is necessary to stop two of the tier's most common Pokemon, Swampert and Tyranitar, from completely walling Gengar. It comes very close to OHKOing Swampert and 2HKOing Tyranitar, and this again is where Spikes really helps. Pursuit Tyranitar is heavily pressured once it is put in the 2HKO range, because it loses if it tries to use Pursuit while Gengar boldly stays in to attack.

The last slot is usually a move that helps Gengar to maintain momentum. Explosion takes out Pokemon that Gengar is just short of KO-ing, notably Claydol, Zapdos, Celebi, and Starmie, and notably does a chunk to Blissey and Snorlax. It also chips and ends the turn on Dragon Dance Tyranitar and Calm Mind Jirachi, denying the opportunity of setting up with the prospect of a follow up KO. Hypnosis invalidates Gengar's checks, and many teams have only one of them. It can totally turn the tables on Claydol and Pursuit Tyranitar, whose teams are already Spikes- and Gengar- weak. Landing Hypnosis can be a complete disaster for the opponent, but missing it can also be tragic as offensive Gengar is very frail. Hypnosis is thus best used on an expected switch.

Maximum Special Attack EVs are used to minimize the amount of chip damage needed on the opponent before Gengar starts wrecking havoc. Maximum Speed is never a bad idea on offensive Pokemon to force speed ties, but technically, only 216 Speed EVs are needed to outspeed the next fastest Pokemon, Adamant Dugtrio(again i wouldn't mention Ada Dug but rather the tie with other off Gengar which is a more likely scenario imo). If that is chosen, investing the remaining EVs in HP gives Gengar better odds to survive defensive Swampert's Torrent-boosted Hydro Pump, Defensive Starmie's Psychic, and Heracross' attacks in general, but one could also just put them into Attack for the extra sting on Explosion.

Bring Gengar in on free turns after Spikes has been laid and when it can force a switch, especially when the opponent's team has been chipped across the board. The best situation either forces the opponent to sacrifice the Pokemon on the field, or induces chip from Spikes and the first hit on the incoming Pokemon, putting the pivot into range of another coverage move in a snowball effect.

Team Options
========

Spikes is pretty much mandatory on this set, as Gengar's lack of STAB forbids it from hitting hard early-game, yet its versatile coverage becomes immensely more threatening when the opponent's team is uniformly chipped and unable to pivot around without taking even more damage. Therefore, Cloyster and Skarmory are prime candidates as a partner. Cloyster in particular deserves mention because its offensive pace is more well-matched to offensive Gengar, and its Explosion or Surf can put a severe dent into Metagross or Tyranitar, bringing them further into Gengar's KO range. Naturally, fast phazers like Jolteon and Zapdos go well on offensive Spikes teams for racking up Spikes damage early game on grounded bulky Pokemon. As offensive Gengar has no immediate answers to Blissey, Metagross could be an important pivot, especially if one is not using bulky physical Tyranitar. To set up the sweep, Gengar appreciates other offenses that chip Zapdos midgame such as offensive Swampert or Suicune. Finally, Gengar can also pave the way for a offensive Starmie, Jirachi, or Suicune sweep, all of which take delight in bringing down the Pokemon that Gengar has already chipped, or in the case of Blissey and Snorlax, Exploded on. Aerodactyl is also a great partner on the physical side of things, as desperate opponents are frequently very willing to trade away their bulky Aerodactyl pivots like Tyranitar, Metagross, Jirachi, and Suicune to remove Gengar.

[SET]

name: Utility
move 1: Hypnosis / Will-O-Wisp / Mean Look
move 2: Explosion / Destiny Bond
move 3: Ice Punch / Taunt / Explosion / Focus Punch
move 4: Thunderbolt / Taunt / Will-O-Wisp / Mean Look
item: Leftovers
ability: Levitate
nature: Hasty
evs: 168 HP / 164 SpD / 176 Spe

[SET COMMENTS]

Set Description
=========

This set is used mostly as a lead or early-game on Spikeless special offense teams to harrass the opponent as much as possible with status moves before attempting to sacrifically take out a special wall. If the set looks confusing, it's because this Gengar's moves are truly versatile and to some extent team-dependent, and this Gengar works best in a position where it keeps its opponent guessing its moveset and eventually springs some surprises.

Hypnosis fits nicely on the special offense teams this Gengar finds itself on. Due to the fast pace of such teams, it is highly likely a slept Pokemon never wakes up throughout the game, and even if a Natural Cure Pokemon is slept, the opponent is still highly pressured to switch to avoid Explosion. Regardless of the opponent's choice to stay in or switch out, sleep also provides an opportunity for a partner like Choice Band Metagross to get a free switch in. Will-O-Wisp threatens to burn Metagross, Tyranitar, and Jirachi, allowing Gengar to more easily lure out the special walls. Note that nothing in principle is stopping the use of Hypnosis and Will-O-Wisp together; it is well and valid. Mean Look is a good option for teams that are highly reliant on Gengar to nail the Blissey trap, eliminating the risk of using Explosion on an irrelevant target.

The second move is generally the move Gengar uses to trade. Explosion is the most common choice as it eliminates any uncertainty of getting into a move's KO range and critical hits or secondary status effects, with a definite KO on the follow up by Dugtrio. Destiny Bond however allows Gengar to take out a range of offensive threats and act as a secondary measure to completely remove the special wall if Dugtrio has been been taken out. It also removes Pursuit Tyranitar, giving Rain users free reign. Again, nothing is stopping one in principle from using both Explosion and Destiny Bond.

Taunt has a variety of applications; it stops Skarmory from laying Spikes, and Skarmory is frequently willing to do so on the assumption that this Gengar in a lead position indicates a special offense team at the back, which Skarmory is not necessarily helpful in the matchup against and would gladly absorb Hypnosis. It prevents Refresh users from healing away the burn, and also keeps momentum on one's side by preventing Blissey from firing off Thunder Wave. Having this momentum also allows Gengar to play more safely and time the Explosion at a moment when the opponent is more highly pressured.

Ice Punch and Thunderbolt are coverage moves that hit most of the metagame neutrally. However, they are not mandatory, as this Gengar tends not to be used to sweep but create problems with its utility moves and force early-game exchanges. In fact, since the opponent is also usually going to assume that an unrevealed Gengar moveset is going to contain attacking moves, having a third utility move can sometimes be a nasty surprise. Focus Punch can catch Blissey and Pursuit Tyranitar off-Guard. It encourages Blissey to stay in and recover, making the use of Mean Look and Explosion more reliable. It also puts Tyranitar in the range of Gengar's coverage move.

Just as the defensive set, there are multiple appropriate EV spreads for Gengar. The given spread KOs Bold Blissey with Explosion after a Dugtrio follow up, while surviving Tyranitar's Pursuit in Sand and outspeeding all speed invested base 100 Pokemon like Zapdos and Salamence. Alternatively, one could go for an even more offensive spread of 96 Atk / 160 SpA / 252 Spe not just generally to do more damage, but also to get the KO with Dugtrio follow up on most Snorlax. Focus Punch sets might prefer the even more physically aggressive spread of 184 Atk / 124 SpA / 200 Spe to ensure that maximum HP Tyranitar gets KO'd with the follow up coverage move. One could go for the more physically defensive spread by using a Timid Nature with 248 HP / 52 Atk / 112 SpD / 96 Spe EVs for an almost similar benchmark on Blissey, except this set is only fast enough to outspeed Timid Moltres. If one is willing to contend with playing around the small probability of a maximally physically bulky Blissey surviving both Dugtrio and Gengar, or is using Destiny Bond instead of Explosion, then using a Timid Nature with any of the EV spreads in the defensive set is also fine.

Team Options
========

Dugtrio is the most common partner to this Gengar. It follows up on Gengar's Explosion to KO special walls like Blissey, Snorlax, Celebi, and Jirachi, while also removing Pursuit Tyranitar for Gengar, or together with Gengar, for the sake of setting up Rain. This combination enables a whole host of special threats. Examples include offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou, or Rain users like Kingdra and Ludicolo. Apart from providing special support, Gengar's Hypnosis also allows hard-hitting physical threats like Heracross and Choice Band Metagross to come in for free.

[SET]

name: Perish Trap
move 1: Mean Look
move 2: Perish Song
move 3: Taunt / Substitute
move 4: Destiny Bond / Protect / Hypnosis
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 60 SpD / 200 Spe

[SET COMMENTS]

Set Description
=========

Just like the utility set, this set intends to trap special walls like Blissey, Snorlax, and Celebi, but instead through the surprise use of Mean Look + Perish Song. The generic idea is to trap the wall with Mean Look, use Perish Song, either wait it out or switch to Dugtrio to continue the trap, then switch out for the KO. If Gengar is kept alive, one can even Perish Song a second time as Gengar is KO'd, and use Substitute Dugtrio for a second follow-up KO.

Taunt prevents the opponent from phazing or using status moves, and should be used with Destiny Bond to force the opponent into using an attacking move. Substitute tends to be used with Protect to retain as much HP as possible while the Perish Song counter is running. Destiny Bond is to be used as a last resort when Gengar has taken out something and lacks the HP for another trap. Hypnosis is a high-risk high-reward option that has general utility and can preserve Gengar's HP if it hits, but otherwise costs Gengar its life.

The EVs are tailored to outspeed maximally invested base Speed 100 Pokemon like Timid Zapdos and Jolly Choice Band Salamence in order to nail Taunt and Destiny Bond, while maximum bulk otherwise helps to live attacks like defensive Celebi's Psychic and minimize damage from Blissey's Ice Beam, Snorlax's Shadow Ball, and Heracross' Rock Slide. Just like the defensive set, Gengar's EVs are versatile here. One could go for a spread that guarantees living Pursuit Tyranitar under Sand so that Destiny Bond is not ruined by Sand, at the expense of physical bulk that is helpful in taking Snorlax's Shadow Ball, or Speed. A spread that satisfies the former is 168 HP / 164 SpD / 176 Spe, while one that provides for the latter 248 HP / 48 Def / 112 SpD / 100 Spe.

Team Options
========

Substitute Dugtrio is an important partner to this Gengar, as Substitute allows Dugtrio to take over from Gengar in extending trap turns for Perish Song to take effect. Apart from that, specially-oriented teammates from the utility set all apply. Offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou, as well as Rain users like Kingdra and Ludicolo all benefit from the removal of special walls.

[STRATEGY COMMENTS]

Other Options
=============

Dynamic Punch is a risky move that has huge upsides when Gengar is staring in the face of Pursuit Tyranitar, but its accuracy makes it highly unreliable. Thief can be used to slowly chip at special walls, but the constant pressure of Will-O-Wisp + Taunt or the immediacy of Explosion makes it hard to justify its use. Focus Punch can be a choice on the all-out attacker to take down an unsuspecting Blissey or Tyranitar.

Checks and Counters
===================

There are very few definite checks and counters to Gengar, and the most prevalent Gengar checks are defensive Pokemon. However, offensive teams can try their best to trade humongous amounts of damage in return for taking Will-O-Wisp from Gengar, use Lum Berry on the most burn-prone Pokemon like Metagross and Tyranitar, and try not to let Gengar in at all.

**Natural Cure**: Blissey and Celebi both pivot in to Will-O-Wisp with the intention of encouraging Gengar to switch out by chipping it with Ice Beam or the threat of Psychic, and healing the status away with Natural Cure. Of the lot, Blissey is the most robust; its Normal type does not allow Gengar to take any advantage with its elemental coverage. Celebi is more susceptible to Gengar's coverage, but is usually able to survive Will-O-Wisp and two Ice Punches off the defensive set to 2HKO back with Psychic. Making the right reads however is crucial to prevent too many exploits by physical threats that follow up from Gengar. Starmie gets 2HKO'd by Thunderbolt but can act as a pivot into Will-O-Wisp; in addition offensive Starmie can 2HKO Gengar before it 2HKOes back, while defensive variants can cripple Gengar using ThunderWave.

**Pursuit**: Pursuit Tyranitar is the bane of Gengar's existence, forcing the Gengar user to make decisions on staying in to wrestle Tyranitar, or switching out and taking a huge chunk and possibly getting KO'd. Pursuit Tyranitar is best at taking out defensive Gengar. It is not a reliable trapper however, as it does not OHKO defensive Gengar, and Dugtrio might be waiting behind. Gengar may also end up on the winning end by inflicting burn and hitting Tyranitar with Grass-type coverage if Tyranitar chooses to Pursuit while Gengar stays in. Offensive Gengar might also be able to beat Tyranitar by using Hidden Power Grass or Hypnosis on the switch and outplaying Tyranitar. Pursuit Umbreon has a little more longevity with Wish and can burn Gengar back with Synchronize, but is rarely used because its passivity allows Metagross and Skarmory to come in freely. Pursuit Houndoom is able to OHKO Gengar with good odds, but is rather frail, susceptible to the Dugtrio trap, and offers almost no defensive utility otherwise. Metagross can scare the opponent with Psychic and catch Gengar with Pursuit on the switch while retaining the wallbreaking properties of Mixed Metagross, but needs a one-time Will-O-Wisp pivot on the team as it too is not anywhere close to OHKOing Gengar with Pursuit.

**Jolteon**: Jolteon does not suffer a weakness against any of Gengar's coverage moves, and does not fear Will-O-Wisp too much as it is a fast specially offensive Pokemon that relies more on its speed than bulk to win games. However, it will still be worn down by the burn over time.

**Fire-types**: Unrevealed Moltres and Charizard serve as offensive checks to Gengar by pivoting into Will-O-Wisp. Moltres can then threaten to OHKO Gengar with Overheat, while Charizard either outspeeds Gengar and hits it hard with Fire Blast, or survives Thunderbolt to OHKO with a Blaze-boosted Fire Blast.

**Guts**: Guts users like Heracross &mdash especially the Hidden Power Ghost variant &mdash and Machamp, can act as one-time pivots into Gengar's Will-O-Wisp, or simply come out in the game before Gengar in an attempt to trade it down.

**Offensive Special Checks**: Snorlax and Regice can take a few hits from offensive Gengar's coverage moves. Snorlax however does not appreciate getting burnt. Regice's Special Attack stat is unaffected by burn, but sending Regice in to take the burn is still not ideal as Explosion is going to do a miserable amount of damage as a result.

[CREDITS]

- Written by: [[vapicuno, 5454]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
Very minor imputs, mainly nit-picking. Feel free to implement however you want.
 

pasy_g

Banned deucer.
[OVERVIEW]

Gengar is a centralizing threat in the ADV OU metagame with amazing versatiliy. It boasts high Special Attack and Speed, which are both integral to its utility and offensive roles. In addition, one would be mistaken to assume based on its poor defensive stats that it is a glass cannon. It has immunities to Normal-, Ground-, and Fighting-type attacks, and a resistance to Bug- type attacks, providing an abundance of opportunities for Gengar to pivot in on mixed and physical variants of Salamence, Heracross, Snorlax, Swampert, Flygon, Gyarados, Aerodactyl, and Body Slam Jirachi. It even gets opportunities to pivot in on Toxic. Notably also has very few weaknesses that aren't widely distributed and therefore easy to figure out

One of Gengar's greatest assets is its ability to block Rapid Spin through its normal-type immunity, hence allowing Spikes to remain on the field. Another of Gengar's assets is its unique set of utility moves which almost no Pokemon is completely able to shrug off; in particular, Will-O-Wisp severely threatens every non-Fire-type without Natural Cure, and even those that do get their recovery shut down by Taunt, making Gengar highly effective at pressuring passive Pokemon like Blissey and Milotic too. Offensively, Gengar's rainbow of elemental coverage allows it to be an effective sweeper with Spikes support. As a dedicated Blissey lure, Gengar can even use Mean Look + Perish song or Explosion in conjunction with Dugtrio, enabling special offense.

While Gengar has many strengths, its propensity to be trapped, lack of STAB, and slight fraility hold it back. Pursuit Tyranitar OHKOs any Gengar that isn't consciously EV'd to survive it. The lack of STAB but abundance of coverage means that Gengar is not suited for making consistently strong neutral hits early-game, but gets exponentially better with Spikes. Its low defensive stats can somewhat be compensated by EV investment, but at the expense of a crucial amount of speed.

[SET]
name: Defensive
move 1: Will-O-Wisp
move 2: Taunt / Explosion
move 3: Thunderbolt
move 4: Ice Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 48 Def / 4 SpA / 112 SpD / 96 Spe 44 Def is enough to live +1 Flying

[SET COMMENTS]

Set Description
=========

Defensive Gengar is most commonly used on teams that use indirect damage from Sand and Spikes, and they are canonically referred to as Toxic, Sandstorm, Spikes (TSS) teams. This Gengar maintains pressure on both defensive and offensive Pokemon with a well balanced combination of utility and coverage moves. Will-O-Wisp stings everything bar Fire-types and Natural Cure Pokemon. On the anti-offense side, it completely invalidates physical threats like Metagross, Tyranitar, and Snorlax. On the stallbreaking side, it turns the long game from an asset into a liability by ensuring that defensive Pokemon like Skarmory, Swampert, and Jirachi lose HP the more turns they stay in. Even Natural Cure Pokemon like Blissey and Celebi don't exactly gain momentum on Gengar, as the added damage of stepping on Spikes frequently forces them to make an attempt at recovering.

That's where Taunt comes in. Taunt provides additional pressure by preventing Blissey, and if you're daring, Celebi from healing up, keeping them perpetually at low HP throughout the game. Taunt also maintains the pressure on passive Pokemon by denying Swampert, Milotic, and Claydol from using Refresh, and disallowing Suicune and Snorlax from using Rest. Taunt also allows Gengar's switch target to come in without feaer of status. Defensively, Taunt is also an emergency measure that prevents Dragon Dance Tyranitar and Calm Mind Jirachi from setting up a sweep. Explosion is a slightly riskier and more targeted option than Taunt. Instead of playing the patient game with Taunt, Explosion seeks to blow through Blissey when the time is right for a sweeper at the back like Starmie, Zapdos, offensive Suicune or offensive Jirachi. Explosion has more use than just blowing up in the nurses face, it helps to hammer through sdef Zap/Cele and similarly to Taunt prevents setup by ending the turn and very importantnly can take out Claydol after an Ice Punch. The dug trap things too, but i see you mentioned that below Although a rare choice, Destiny Bond can be used to lure and remove Claydol more reliably, and also remove key offensive threats.

Thunderbolt and Ice Punch provide neutral coverage to most of the metagame. In particular, Thunderbolt helps Gengar deal with the likes of Starmie trying to muscle through Gengar to get a Rapid Spin off, allows Gengar to beat Moltres and defensive Suicune in a one-on-one, and to allows Gengar to check Gyarados. Ice Punch deals with hovering threats that Spikes leaves unscathed, namely Zapdos, Salamence and Flygon, while providing the extra pressure against Celebi. Note that with Ice Punch, Gengar is one of the rare Mixed Salamence pivots, and can even offensively check Dragon Dance Salamence with the right EVs. Occasionally, Explosion can be used over Thunderbolt or Ice Punch as a sacrificial check-all against Spinners and special walls.

Fire Punch and Giga Drain are alternatives coverage moves. They are however less commonly seen, as Gengar is then completely walled by Moltres and Charizard, cannot serve as a reliable check against Salamence, and is forced out by Zapdos. Notably though, Giga Drain provides Gengar an opportunity to wrestle Pursuit Tyranitar in a 1v1, and improves the matchup against Claydol by healing off the damage from Psychic, turning it into a 3HKO instead. Fire/Grass is better at luring in certain targets for a boom, moltres/zap, as mentioned, not sure if that needs to be in here tho.

There are actually multiple appropriate EV spreads for defensive Gengar. The listed EV spread allows Gengar to switch out in the face of Tyranitar's Pursuit without getting KO'd in sand, survives Salamence's boosted Hidden Power Flying, and survives Gyarados' boosted Hidden Power Flying in Sand, all while outspeeding Timid Moltres. An alternate EV spread of 248 HP / 60 SpD / 200 Spe allows Gengar to survive Pursuit Tyranitar, which equates to about a half chance of living in Sand, while surviving boosted Hidden Power Flying from Salamence half the time, all while outspeeding Timid Zapdos, Jolly Salamence, neutral maximum speed Tyranitar after a Dragon Dance, and even some Adamant Dugtrio that forgo speed. Don't underestimate the value of a Gengar kept alive only to get KO'd by Sand as it comes in; it provides an extra turn to block Rapid Spin, and can be used sacrificially to bring a threatening sweeper like Aerodactyl in. A spread that guarantees living Tyranitar's Pursuit in Sand while offering virtually no protection against Salamence, yet maintaining the speed advantage over Timid Zapdos and Jolly Salamence, is 168 HP / 164 SpD / 176 Spe. This spread also survives Aerodactyl's Rock Slide under Sand. Keeping Gengar alive under Sand even after taking Pursuit can be extremely helpful when one has Dugtrio to trap Tyranitar, and especially if one faces Forretress. With Spikes wow and a grassmove it can also beat Tyranitar by itself, without dug

Against stall teams, defensive Gengar should be used to play a patient game of constant pressure by keeping the opponent's special walls in a perpetual recover loop through Spikes, Will-O-Wisp, and Taunt. This creates multiple opportunities for a physical threat like Tyranitar to exert pressure on the physical side, and eventually force either the physical or special walls to crumble, from which one's sweeper can take over. Against offensive teams, defensive Gengar can pivot in by exploiting its plethora of immunities and resistances to fire off Will-O-Wisp, given their lack of status removal options, and keeping Gengar healthy might be all that is needed to stave off a late-game threat.

Team Options
========

Defensive Gengar mostly belongs on TSS teams. A Spiker is almost mandatory to exploit Gengar's ability to block Rapid Spin and force switches. The Spiker of choice is Skarmory most of the time, but on more offensive teams can be Cloyster. To help the Spikes damage stick, Tyranitar is also frequently used as partner. In particular, Bulky Physical Tyranitar is the best set at exploiting Spikes, as it easily comes in on Blissey and forces the switch after Gengar has prevented Blissey from recovering. Other mid-game Spikes abusers that benefit from Gengar's Spikes support are Moltres and perhaps even Zapdos. Finally, Gengar enables generic late-game sweepers like Starmie and Aerodactyl.

This Gengar generally intends to play the long game, and does not immediately threaten special threats like Jolteon, Zapdos, and Moltres, so robust special walls that also act as status absorbers like Blissey and Celebi act as good partners. Defensive Jirachi can also act as a special wall that keeps Gengar alive with Wish. Occasionally, this Gengar is used with Jolteon, where it is valued for its ability to keep Blissey pressured in the absence of a more oppressive check like Metagross, and makes the best use of its defensive abilities against Salamence on a team where defense is lacking. Swampert is a staple in TSS style teams due to its Sand immunity, but Explosion Gengar can easily enable a Suicune sweep instead, where the role of Rock-resistance is relegated to defensive Jirachi.

Sometimes, this Gengar is paired with Dugtrio, where either Gengar brings the special walls and status absorbers to such a low HP that Dugtrio can essentially remove them, or Gengar simply dents them with Explosion for the Dugtrio finish. There are two ways to proceed from here; with a standard Tyranitar lineup, the remaining team can be outstalled by TSS due to the elimination of the status pivot. Alternatively, this Gengar can also be used on a team that drops Tyranitar in favor of a special threat, which has now been enabled by the elimination of the special wall.
:blobthumbsup:
[SET]
name: Offensive
move 1: Thunderbolt / Fire Punch
move 2: Ice Punch
move 3: Hidden Power Grass
move 4: Explosion / Hypnosis / Fire Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe Put the 4 EVs into SDef so it always lives Starmie pump + sand

[SET COMMENTS]

Set Description

=========

Offensive Gengar is intended to be a mid- to late-game sweeper. With its vast elemental coverage, it can easily take out teams that have been weakened by Spikes with its super-effective hits. The first move is the coverage for Skarmory. Thunderbolt is a generally Gengar's strongest move, hitting most grounded targets neutrally, and gives Gengar a way to hit Suicune, Starmie, Moltres, Charizard, and Gyarados really hard. The ability to threaten offensive Starmie with an almost assured OHKO under Sand is notable because it allows Gengar to switch in on an anticipated Rapid Spin and force Starmie out. Fire Punch is an alternative that helps to take out metagame staples Metagross and Jirachi, while also hitting Magneton and Heracross, which may wall Gengar in spite of their frailty. However, using Fire Punch comes at the cost of being walled by Fire-types and Gyarados.

As Spikes only affects grounded Pokemon, Gengar needs Ice Punch to exert pressure on all hovering threats. Ice Punch OHKOs Salamence, allowing Gengar to pivot into the mixed variant safely and prevent the Dragon Dance variant from sweeping. Ice Punch 2HKOs Zapdos, but usually also simply threatens to OHKO after it taking a hit from Swampert, Suicune, Zapdos, or Metagross midgame. Celebi can also be brought into 2HKO range should it take any residual damage. Offensive Gengar is therefore great at tearing up Zapdos + Celebi special defense cores. Ice Punch is also very important for putting Pressure on Claydol. As it scores a clean 3HKO on 252 HP / 0 SpD Claydol, while Claydol is unable to 2HKO Gengar, catching it with Ice Punch on the switch guarantees that Claydol will not get the opportunity to force Gengar out and use Rapid Spin. Finally, Ice Punch also allows Gengar to OHKO Dugtrio and Flygon.

Hidden Power Grass is necessary to stop two of the tier's most common Pokemon, Swampert and Tyranitar, from completely walling Gengar. It comes very close to OHKOing Swampert and 2HKOing Tyranitar, and this again is where Spikes really helps. Pursuit Tyranitar is heavily pressured once it is put in the 2HKO range, because it loses if it tries to use Pursuit while Gengar boldly stays in to attack.

The last slot is usually a move that helps Gengar to maintain momentum. Explosion takes out Pokemon that Gengar is just short of KO-ing, notably Claydol, Zapdos, Celebi, and Starmie, and notably does a chunk to Blissey and Snorlax. It also chips and ends the turn on Dragon Dance Tyranitar and Calm Mind Jirachi, denying the opportunity of setting up with the prospect of a follow up KO. Hypnosis invalidates Gengar's checks, and many teams have only one of them. It can totally turn the tables on Claydol and Pursuit Tyranitar, whose teams are already Spikes- and Gengar- weak. Landing Hypnosis can be a complete disaster for the opponent, but missing it can also be tragic as offensive Gengar is very frail. Hypnosis is thus best used on an expected switch.

Maximum Special Attack EVs are used to minimize the amount of chip damage needed on the opponent before Gengar starts wrecking havoc. Maximum Speed is never a bad idea on offensive Pokemon to force speed ties, but technically, only 216 Speed EVs are needed to outspeed the next fastest Pokemon, Adamant Dugtrio. If that is chosen, investing the remaining EVs in HP gives Gengar better odds to survive defensive Swampert's Torrent-boosted Hydro Pump, Defensive Starmie's Psychic, and Heracross' attacks in general, but one could also just put them into Attack for the extra sting on Explosion.

Bring Gengar in on free turns after Spikes has been laid and when it can force a switch, especially when the opponent's team has been chipped across the board. The best situation either forces the opponent to sacrifice the Pokemon on the field, or induces chip from Spikes and the first hit on the incoming Pokemon, putting the pivot into range of another coverage move in a snowball effect.

Team Options
========

Spikes is pretty much mandatory on this set, as Gengar's lack of STAB forbids it from hitting hard early-game, yet its versatile coverage becomes immensely more threatening when the opponent's team is uniformly chipped and unable to pivot around without taking even more damage. Therefore, Cloyster and Skarmory are prime candidates as a partner. Cloyster in particular deserves mention because its offensive pace is more well-matched to offensive Gengar, and its Explosion or Surf can put a severe dent into Metagross or Tyranitar, bringing them further into Gengar's KO range. Naturally, fast phazers like Jolteon and Zapdos go well on offensive Spikes teams for racking up Spikes damage early game on grounded bulky Pokemon. As offensive Gengar has no immediate answers to Blissey, Metagross could be an important pivot, especially if one is not using bulky physical Tyranitar. To set up the sweep, Gengar appreciates other offenses that chip Zapdos midgame such as offensive Swampert or Suicune. Finally, Gengar can also pave the way for a offensive Starmie, Jirachi, or Suicune sweep, all of which take delight in bringing down the Pokemon that Gengar has already chipped, or in the case of Blissey and Snorlax, Exploded on. Aerodactyl is also a great partner on the physical side of things, as desperate opponents are frequently very willing to trade away their bulky Aerodactyl pivots like Tyranitar, Metagross, Jirachi, and Suicune to remove Gengar.

:blobthumbsup:

[SET]

name: Utility
move 1: Hypnosis / Will-O-Wisp / Mean Look
move 2: Explosion / Destiny Bond
move 3: Ice Punch / Taunt / Explosion / Focus Punch
move 4: Thunderbolt / Taunt / Will-O-Wisp / Mean Look
item: Leftovers
ability: Levitate
nature: Hasty
evs: 168 HP / 164 SpD / 176 Spe

[SET COMMENTS]

Set Description
=========

This set is used mostly as a lead or early-game on Spikeless special offense teams to harrass the opponent as much as possible with status moves before attempting to sacrifically take out a special wall. If the set looks like a mess, it's because this Gengar's moves are truly versatile and to some extent team-dependent, and this Gengar works best in a position where it keeps its opponent guessing its moveset and eventually springs some surprises.

Hypnosis fits nicely on the special offense teams this Gengar finds itself on. Due to the fast pace of such teams, it is highly likely a slept Pokemon never wakes up throughout the game, and even if a Natural Cure Pokemon is slept, the opponent is still highly pressured to switch to avoid Explosion. Regardless of the opponent's choice, sleep also provides an opportunity for a partner like Choice Band Metagross to get a free switch in. Will-O-Wisp threatens to burn Metagross, Tyranitar, and Jirachi, allowing Gengar to more easily lure out the special walls. Note that nothing in principle is stopping the use of Hypnosis and Will-O-Wisp together; it is well and valid. Mean Look is a good option for teams that are highly reliant on Gengar to nail the Blissey trap, eliminating the risk of using Explosion on an irrelevant target.

The second move is generally the move Gengar uses to trade. Explosion is the most common choice as it eliminates any uncertainty of getting into a move's KO range and critical hits or secondary status effects, with a definite KO on the follow up by Dugtrio. Destiny Bond however allows Gengar to take out range offensive threats and act as a secondary measure to completely remove the special wall if Dugtrio has been been taken out. It also removes Pursuit Tyranitar, giving Rain users free reign. Again, nothing is stopping one in principle from using both Explosion and Destiny Bond.

Taunt has a variety of applications; it stops Skarmory from laying Spikes, and Skarmory is frequently willing to do so on the assumption that this Gengar in a lead position indicates a special offense team at the back, which Skarmory is not necessarily helpful in the matchup against and would gladly absorb Hypnosis. It prevents Refresh users from healing away the burn, and also keeps momentum on one's side by preventing Blissey from firing off Thunder Wave. Having this momentum also allows Gengar to play more safely and time the Explosion at a moment when the opponent is more highly pressured. Like earlier also prevents setups and stops lax/cune from resting

Ice Punch and Thunderbolt are coverage moves that hit most of the metagame neutrally. However, they are not mandatory, as this Gengar tends not to be used to sweep but create problems with its utility moves and force early-game exchanges. In fact, since the opponent is also usually going to assume that an unrevealed Gengar moveset is going to contain attacking moves, having a third utility move can sometimes be a nasty surprise. Focus Punch can catch Blissey and Pursuit Tyranitar off-Guard. It encourages Blissey to stay in and recover, making the use of Mean Look and Explosion more reliable. It also puts Tyranitar in the range of Gengar's coverage move.

Just as the defensive set, there are multiple appropriate EV spreads for Gengar. The given spread KOs Bold Blissey with Explosion after a Dugtrio follow up, while surviving Tyranitar's Pursuit in Sand and outspeeding all speed invested base 100 Pokemon like Zapdos and Salamence. Alternatively, one could go for an even more offensive spread of 96 Atk / 160 SpA / 252 Spe not just generally to do more damage, but also to get the KO with Dugtrio follow up on most Snorlax. Focus Punch sets might prefer the even more physically aggressive spread of 184 Atk / 124 SpA / 200 Spe to ensure that maximum HP Tyranitar gets KO'd with the follow up coverage move. One could go for the more physically defensive spread by using a Timid Nature with 248 HP / 52 Atk / 112 SpD / 96 Spe EVs for an almost similar benchmark on Blissey, except this set is only fast enough to outspeed Timid Moltres. If one is willing to contend with playing around the small probability of a maximally physically bulky Blissey surviving both Dugtrio and Gengar, or is using Destiny Bond instead of Explosion, then using a Timid Nature with any of the EV spreads in the defensive set is also fine.

Team Options
========

Dugtrio is the most common partner to this Gengar. It follows up on Gengar's Explosion to KO special walls like Blissey, Snorlax, Celebi, and Jirachi, while also removing Pursuit Tyranitar for Gengar, or together with Gengar, for the sake of setting up Rain. This combination enables a whole host of special threats. Examples include offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou, or Rain users like Kingdra and Ludicolo. Apart from providing special support, Gengar's Hypnosis also allows hard-hitting physical threats like Heracross and Choice Band Metagross to come in for free.

[SET]

name: Perish Trap
move 1: Mean Look
move 2: Perish Song
move 3: Taunt / Substitute
move 4: Destiny Bond / Protect / Hypnosis
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 60 SpD / 200 Spe

[SET COMMENTS]

Set Description
=========

Just like the utility set, this set intends to trap special walls like Blissey, Snorlax, and Celebi, but instead through the surprise use of Mean Look + Perish Song. The generic idea is to trap the wall with Mean Look, use Perish Song, either wait it out or switch to Dugtrio to continue the trap, then switch out for the KO. If Gengar is kept alive, one can even Perish Song a second time as Gengar is KO'd, and use Substitute Dugtrio for a second follow-up KO.

Taunt prevents the opponent from phazing or using status moves, and should be used with Destiny Bond to force the opponent into using an attacking move. Substitute tends to be used with Protect to retain as much HP as possible while the Perish Song counter is running. Destiny Bond is to be used as a last resort when Gengar has taken out something and lacks the HP for another trap. Hypnosis is a high-risk high-reward option that has general utility and can preserve Gengar's HP if it hits, but otherwise costs Gengar its life.

The EVs are tailored to outspeed maximally invested base Speed 100 Pokemon like Timid Zapdos and Jolly Choice Band Salamence in order to nail Taunt and Destiny Bond, while maximum bulk otherwise helps to live attacks like defensive Celebi's Psychic and minimize damage from Blissey's Ice Beam, Snorlax's Shadow Ball, and Heracross' Rock Slide. Just like the defensive set, Gengar's EVs are versatile here. One could go for a spread that guarantees living Pursuit Tyranitar under Sand so that Destiny Bond is not ruined by Sand, at the expense of physical bulk that is helpful in taking Snorlax's Shadow Ball, or Speed. A spread that satisfies the former is 168 HP / 164 SpD / 176 Spe, while one that provides for the latter 248 HP / 48 Def / 112 SpD / 100 Spe.

Team Options
========

Substitute Dugtrio is an important partner to this Gengar, as Substitute allows Dugtrio to take over from Gengar in extending trap turns for Perish Song to take effect. Apart from that, specially-oriented teammates from the utility set all apply. Offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou, as well as Rain users like Kingdra and Ludicolo all benefit from the removal of special walls.

[STRATEGY COMMENTS]

Other Options
=============

Dynamic Punch is a risky move that has huge upsides when Gengar is staring in the face of Pursuit Tyranitar, but its accuracy makes it highly unreliable. Thief can be used to slowly chip at special walls, but the constant pressure of Will-O-Wisp + Taunt or the immediacy of Explosion makes it hard to justify its use. Focus Punch can be a choice on the all-out attacker to take down an unsuspecting Blissey or Tyranitar.

Checks and Counters
===================

There are very few definite checks and counters to Gengar, and the most prevalent Gengar checks are defensive Pokemon. However, offensive teams can try their best to trade humongous amounts of damage in return for taking Will-O-Wisp from Gengar, use Lum Berry on the most burn-prone Pokemon like Metagross and Tyranitar, and try not to let Gengar in at all.

**Natural Cure**: Blissey and Celebi both pivot in to Will-O-Wisp with the intention of encouraging Gengar to switch out by chipping it with Ice Beam or the threat of Psychic, and healing the status away with Natural Cure. Of the lot, Blissey is the most robust; its Normal type does not allow Gengar to take any advantage with its elemental coverage. Celebi is more susceptible to Gengar's coverage, but is usually able to survive Will-O-Wisp and two Ice Punches off the defensive set to 2HKO back with Psychic. Making the right reads however is crucial to prevent too many exploits by physical threats that follow up from Gengar. Starmie gets 2HKO'd by Thunderbolt and only OHKOs Gengar after some chip damage, but can still act as a one-time pivot. Refresh users act similarly, Milotic gets owned by Tbolt but Swampert can actually take a burn and refresh it off

**Pursuit**: Pursuit Tyranitar is the bane of Gengar's existence, forcing the Gengar user to make decisions on staying in to wrestle Tyranitar, or switching out and taking a huge chunk and possibly getting KO'd. Pursuit Tyranitar is best at taking out defensive Gengar. It is not a reliable trapper however, as it does not OHKO defensive Gengar, and Dugtrio might be waiting behind. Gengar may also end up on the winning end by inflicting burn and hitting Tyranitar with Grass-type coverage if Tyranitar chooses to Pursuit while Gengar stays in. Offensive Gengar might also be able to beat Tyranitar by using Hidden Power Grass or Hypnosis on the switch and outplaying Tyranitar. Pursuit Umbreon has a little more longevity with Wish and can burn Gengar back with Synchronize, but is rarely used because its passivity allows Metagross and Skarmory to come in freely. Pursuit Houndoom is able to OHKO Gengar with good odds, but is rather frail, susceptible to the Dugtrio trap, and offers almost no defensive utility otherwise. Metagross can scare the opponent with Psychic and catch Gengar with Pursuit on the switch while retaining the wallbreaking properties of Mixed Metagross, but needs a one-time Will-O-Wisp pivot on the team as it too is not anywhere close to OHKOing Gengar with Pursuit.

**Jolteon**: Jolteon does not suffer a weakness against any of Gengar's coverage moves, and does not fear Will-O-Wisp too much as it is a fast specially offensive Pokemon that relies more on its speed than bulk to win games. However, it will still be worn down by the burn over time. Magneton resists tubolt ipunch (and boom) and can threaten with Gengar hugely, Zapdos is "decent" for that too

**Fire-types**: Unrevealed Moltres and Charizard serve as offensive checks to Gengar by pivoting into Will-O-Wisp. Moltres can then threaten to OHKO Gengar with Overheat, while Charizard either outspeeds Gengar and hits it hard with Fire Blast, or survives Thunderbolt to OHKO with a Blaze-boosted Fire Blast.

**Guts**: Guts users like Heracross &mdash especially the Hidden Power Ghost variant &mdash and Machamp, can act as one-time pivots into Gengar's Will-O-Wisp, or simply come out in the game before Gengar in an attempt to trade it down.

**Offensive Special Checks**: Snorlax and Regice can take a few hits from offensive Gengar's coverage moves. Snorlax however does not appreciate getting burnt. Regice's Special Attack stat is unaffected by burn, but sending Regice in to take the burn is still not ideal as Explosion is going to do a miserable amount of damage as a result.

[CREDITS]

- Written by: [[vapicuno, 5454]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
great job, not much to do here
 

Triangles

Big Stew
is a Tiering Contributoris a Contributor to Smogonis a Past SPL Champion
World Defender
[OVERVIEW]

Gengar is a centralizing threat in the ADV OU metagame with amazing versatiliy. It boasts high Special Attack and Speed, which are both integral to its utility and offensive roles. In addition, one would be mistaken to assume based on its poor defensive stats that it is a glass cannon. It has immunities to Normal-, Ground-, and Fighting-type attacks, and a resistance to Bug- type attacks, providing an abundance of opportunities for Gengar to pivot in on mixed and physical variants of Salamence, Heracross, Snorlax, Swampert, Flygon, Gyarados, Aerodactyl, and Body Slam Jirachi. It even gets opportunities to pivot in on Toxic. Gengar also has very few weaknesses that aren't widely distributed, making its selection of checks highly specific.

One of Gengar's greatest assets is its ability to block Rapid Spin through its normal-type immunity, hence allowing Spikes to remain on the field. Another of Gengar's assets kind of repeats the phrase 'assets' - rephrase this somehow is its unique set of utility moves which almost no Pokemon is completely able to shrug off; in particular, Will-O-Wisp severely threatens every non-Fire-type without Natural Cure, and even those that do get their recovery shut down by Taunt, making Gengar highly effective at pressuring passive Pokemon like Blissey and Milotic too. Offensively, Gengar's rainbow of elemental coverage allows it to be an effective sweeper with Spikes support. As a dedicated Blissey lure, Gengar can even use Mean Look + Perish song or Explosion in conjunction with Dugtrio, enabling special offense.

While Gengar has many strengths, its propensity to be trapped, lack of STAB, and slight fraility hold it back. Pursuit Tyranitar OHKOs any Gengar that isn't consciously EV'd to survive it. The lack of STAB but abundance of coverage means that Gengar is not suited for making consistently strong neutral hits early-game, but gets exponentially better with Spikes. Its low defensive stats can somewhat be compensated by EV investment, but at the expense of a crucial amount of speed.

[SET]
name: Defensive
move 1: Will-O-Wisp
move 2: Taunt / Explosion
move 3: Thunderbolt
move 4: Ice Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 44 Def / 8 SpA / 112 SpD / 96 Spe

[SET COMMENTS]

Set Description
=========

Defensive Gengar is most commonly used on teams that use indirect damage from Sand and Spikes, and they are canonically referred to as Toxic, Sandstorm, Spikes (TSS) teams. This Gengar maintains pressure on both defensive and offensive Pokemon with a well balanced combination of utility and coverage moves. Will-O-Wisp stings everything bar Fire-types and Natural Cure Pokemon. On the anti-offense side, it completely invalidates physical threats like Metagross, Tyranitar, and Snorlax. On the stallbreaking side, it turns the long game from an asset into a liability by ensuring that defensive Pokemon like Skarmory, Swampert, and Jirachi lose HP the more turns they stay in. Even Natural Cure Pokemon like Blissey and Celebi don't exactly gain momentum on Gengar, as the added damage of stepping on Spikes frequently forces them to make an attempt at recovering.

That's where Taunt comes in. Taunt provides additional pressure by preventing Blissey, and if you're daring, Celebi from healing up, keeping them perpetually at low HP throughout the game. Taunt also maintains the pressure on passive Pokemon by denying Swampert, Milotic, and Claydol from using Refresh, and disallowing Suicune and Snorlax from using Rest. Taunt also allows Gengar's switch target to come in without feaer of status. Defensively, Taunt is also an emergency measure that prevents Dragon Dance Tyranitar and Calm Mind Jirachi from setting up a sweep. Explosion is a slightly riskier and more targeted option than Taunt. Instead of playing the patient game with Taunt, Explosion seeks to blow through Blissey when the time is right for a sweeper at the back like Starmie, Zapdos, offensive Suicune or offensive Jirachi. Explosion also helps to hammer through Zapdos + Celebi special defense cores, take out Claydol after an Ice Punch thereby retaining Spikes for the rest of the game, all while ending the turn to prevent setup just like Taunt and enable a Dugtrio trap. Although a rare choice, Destiny Bond can be used to lure and remove Claydol more reliably, and also remove key offensive threats.

Thunderbolt and Ice Punch provide neutral coverage to most of the metagame. In particular, Thunderbolt helps Gengar deal with the likes of Starmie trying to muscle through Gengar to get a Rapid Spin off, allows Gengar to beat Moltres and defensive Suicune in a one-on-one, and to allows Gengar to check Gyarados. Ice Punch deals with hovering threats that Spikes leaves unscathed, namely Zapdos, Salamence and Flygon, while providing the extra pressure against Celebi. Note that with Ice Punch, Gengar is one of the rare Mixed Salamence pivots, and can even offensively check Dragon Dance Salamence with the right EVs. Occasionally, Explosion can be used over Thunderbolt or Ice Punch as a sacrificial check-all against Spinners and special walls.

Fire Punch and Giga Drain are alternatives coverage moves. They are however less commonly seen, as Gengar is then completely walled by Moltres and Charizard, cannot serve as a reliable check against Salamence, and is forced out by Zapdos. Notably though, Giga Drain provides Gengar an opportunity to wrestle Pursuit Tyranitar in a 1v1 especially with the aid of Will-O-Wisp and Spikes, and improves the matchup against Claydol by healing off the damage from Psychic, turning it into a 3HKO instead. While the inability to hit Zapdos and Moltres hard may be seen as a weakness, this coverage combination may instead be used as a way to lure and remove them through Explosion.

There are actually multiple appropriate EV spreads for defensive Gengar. The listed EV spread allows Gengar to switch out in the face of Tyranitar's Pursuit without getting KO'd in sand, survives Salamence's boosted Hidden Power Flying, and survives Gyarados' boosted Hidden Power Flying in Sand, all while outspeeding Timid Moltres. An alternate EV spread of 248 HP / 60 SpD / 200 Spe allows Gengar to survive Pursuit Tyranitar, which equates to about a half chance of living in Sand, while surviving boosted Hidden Power Flying from Salamence half the time, all while outspeeding Timid Zapdos, Jolly Salamence, neutral maximum speed Tyranitar after a Dragon Dance, and even some Adamant Dugtrio that forgo speed. Don't underestimate the value of a Gengar kept alive only to get KO'd by Sand as it comes in; it provides an extra turn to block Rapid Spin, and can be used sacrificially to bring a threatening sweeper like Aerodactyl in. A spread that guarantees living Tyranitar's Pursuit in Sand while offering virtually no protection against Salamence, yet maintaining the speed advantage over Timid Zapdos and Jolly Salamence, is 168 HP / 164 SpD / 176 Spe. This spread also survives Aerodactyl's Rock Slide under Sand. Keeping Gengar alive under Sand even after taking Pursuit can be extremely helpful when one has Dugtrio to trap Tyranitar, and especially if one faces Forretress.

Against stall teams, defensive Gengar should be used to play a patient game of constant pressure by keeping the opponent's special walls in a perpetual recover loop through Spikes, Will-O-Wisp, and Taunt. This creates multiple opportunities for a physical threat like Tyranitar to exert pressure on the physical side, and eventually force either the physical or special walls to crumble, from which one's sweeper can take over. Against offensive teams, defensive Gengar can pivot in by exploiting its plethora of immunities and resistances to fire off Will-O-Wisp, given their lack of status removal options, and keeping Gengar healthy might be all that is needed to stave off a late-game threat.

Team Options
========

Defensive Gengar mostly belongs on TSS teams. A Spiker is almost mandatory to exploit Gengar's ability to block Rapid Spin and force switches. The Spiker of choice is Skarmory most of the time, but on more offensive teams can be Cloyster. To help the Spikes damage stick, Tyranitar is also frequently used as partner. In particular, Bulky Physical Tyranitar is the best set at exploiting Spikes, as it easily comes in on Blissey and forces the switch after Gengar has prevented Blissey from recovering. Other mid-game Spikes abusers that benefit from Gengar's Spikes support are Moltres and perhaps even Zapdos. Finally, Gengar enables generic late-game sweepers like Starmie and Aerodactyl.

This Gengar generally intends to play the long game, and does not immediately threaten special threats like Jolteon, Zapdos, and Moltres, so robust special walls that also act as status absorbers like Blissey and Celebi act as good partners. Defensive Jirachi can also act as a special wall that keeps Gengar alive with Wish. Occasionally, this Gengar is used with Jolteon, where it is valued for its ability to keep Blissey pressured in the absence of a more oppressive check like Metagross, and makes the best use of its defensive abilities against Salamence on a team where defense is lacking. Swampert is a staple in TSS style teams due to its Sand immunity, but Explosion Gengar can easily enable a Suicune sweep instead, where the role of Rock-resistance is relegated to defensive Jirachi.

Sometimes, this Gengar is paired with Dugtrio, where either Gengar brings the special walls and status absorbers to such a low HP that Dugtrio can essentially remove them, or Gengar simply dents them with Explosion for the Dugtrio finish. Dug also can remove pursuit tar potentially. There are two ways to proceed from here; with a standard Tyranitar lineup, the remaining team can be outstalled by TSS due to the elimination of the status pivot. Alternatively, this Gengar can also be used on a team that drops Tyranitar in favor of a special threat, which has now been enabled by the elimination of the special wall.

[SET]
name: Offensive
move 1: Thunderbolt / Fire Punch
move 2: Ice Punch
move 3: Hidden Power Grass
move 4: Explosion / Hypnosis / Fire Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

Set Description

=========

Offensive Gengar is intended to be a mid- to late-game sweeper. With its vast elemental coverage, it can easily take out teams that have been weakened by Spikes with its super-effective hits. The first move is the coverage for Skarmory. Thunderbolt is a generally Gengar's strongest move, hitting most grounded targets neutrally, and gives Gengar a way to hit Suicune, Starmie, Moltres, Charizard, and Gyarados really hard. The ability to threaten offensive Starmie with an almost assured OHKO under Sand is notable because it allows Gengar to switch in on an anticipated Rapid Spin and force Starmie out. Fire Punch is an alternative that helps to take out metagame staples Metagross and Jirachi, while also hitting Magneton and Heracross, which may wall Gengar in spite of their frailty. However, using Fire Punch comes at the cost of being walled by Fire-types and Gyarados.

As Spikes only affects grounded Pokemon, Gengar needs Ice Punch to exert pressure on all hovering threats. Ice Punch OHKOs Salamence, allowing Gengar to pivot into the mixed variant safely and prevent the Dragon Dance variant from sweeping. Ice Punch 2HKOs Zapdos, but usually also simply threatens to OHKO after it taking a hit from Swampert, Suicune, Zapdos, or Metagross midgame. Celebi can also be brought into 2HKO range should it take any residual damage. Offensive Gengar is therefore great at tearing up Zapdos + Celebi special defense cores. Ice Punch is also very important for putting Pressure on Claydol. As it scores a clean 3HKO on 252 HP / 0 SpD Claydol, while Claydol is unable to 2HKO Gengar, catching it with Ice Punch on the switch guarantees that Claydol will not get the opportunity to force Gengar out and use Rapid Spin. Finally, Ice Punch also allows Gengar to OHKO Dugtrio and Flygon.

Hidden Power Grass is necessary to stop two of the tier's most common Pokemon, Swampert and Tyranitar, from completely walling Gengar. It comes very close to OHKOing Swampert and 2HKOing Tyranitar, and this again is where Spikes really helps. Pursuit Tyranitar is heavily pressured once it is put in the 2HKO range, because it loses if it tries to use Pursuit while Gengar boldly stays in to attack. Giga can be good sometimes for the self heal.

The last slot is usually a move that helps Gengar to maintain momentum. Explosion takes out Pokemon that Gengar is just short of KO-ing, notably Claydol, Zapdos, Celebi, and Starmie, and notably does a chunk to Blissey and Snorlax. It also chips and ends the turn on Dragon Dance Tyranitar and Calm Mind Jirachi, denying the opportunity of setting up with the prospect of a follow up KO. Hypnosis invalidates Gengar's checks, and many teams have only one of them. It can totally turn the tables on Claydol and Pursuit Tyranitar, whose teams are already Spikes- and Gengar- weak. Landing Hypnosis can be a complete disaster for the opponent, but missing it can also be tragic as offensive Gengar is very frail. Hypnosis is thus best used on an expected switch.

Maximum Special Attack EVs are used to minimize the amount of chip damage needed on the opponent before Gengar starts wrecking havoc. Maximum Speed is never a bad idea on offensive Pokemon to force speed ties, but technically, only 216 Speed EVs are needed to outspeed the next fastest Pokemon, Adamant Dugtrio. If that is chosen, investing the remaining EVs in HP gives Gengar better odds to survive defensive Swampert's Torrent-boosted Hydro Pump, Defensive Starmie's Psychic, and Heracross' attacks in general, but one could also just put them into Attack for the extra sting on Explosion.

Bring Gengar in on free turns after Spikes has been laid and when it can force a switch, especially when the opponent's team has been chipped across the board. The best situation either forces the opponent to sacrifice the Pokemon on the field, or induces chip from Spikes and the first hit on the incoming Pokemon, putting the pivot into range of another coverage move in a snowball effect.

Team Options
========

Spikes is pretty much mandatory on this set, as Gengar's lack of STAB forbids it from hitting hard early-game, yet its versatile coverage becomes immensely more threatening when the opponent's team is uniformly chipped and unable to pivot around without taking even more damage. Therefore, Cloyster and Skarmory are prime candidates as a partner. Cloyster in particular deserves mention because its offensive pace is more well-matched to offensive Gengar, and its Explosion or Surf can put a severe dent into Metagross or Tyranitar, bringing them further into Gengar's KO range. Naturally, fast phazers like Jolteon and Zapdos go well on offensive Spikes teams for racking up Spikes damage early game on grounded bulky Pokemon. As offensive Gengar has no immediate answers to Blissey, Metagross could be an important pivot, especially if one is not using bulky physical Tyranitar. To set up the sweep, Gengar appreciates other offenses that chip Zapdos midgame such as offensive Swampert or Suicune. Finally, Gengar can also pave the way for a offensive Starmie, Jirachi, or Suicune sweep, all of which take delight in bringing down the Pokemon that Gengar has already chipped, or in the case of Blissey and Snorlax, Exploded on. Aerodactyl is also a great partner on the physical side of things, as desperate opponents are frequently very willing to trade away their bulky Aerodactyl pivots like Tyranitar, Metagross, Jirachi, and Suicune to remove Gengar.

[SET]

name: Utility
move 1: Hypnosis / Will-O-Wisp / Mean Look
move 2: Explosion / Destiny Bond
move 3: Ice Punch / Taunt / Explosion / Focus Punch
move 4: Thunderbolt / Taunt / Will-O-Wisp / Mean Look
item: Leftovers
ability: Levitate
nature: Hasty
evs: 168 HP / 164 SpD / 176 Spe

[SET COMMENTS]

Set Description
=========

This set is used mostly as a lead or early-game on Spikeless special offense teams to harrass the opponent as much as possible with status moves before attempting to sacrifically take out a special wall. If the set looks like a mess, it's because this Gengar's moves are truly versatile and to some extent team-dependent, and this Gengar works best in a position where it keeps its opponent guessing its moveset and eventually springs some surprises.

Hypnosis fits nicely on the special offense teams this Gengar finds itself on. Due to the fast pace of such teams, it is highly likely a slept Pokemon never wakes up throughout the game, and even if a Natural Cure Pokemon is slept, the opponent is still highly pressured to switch to avoid Explosion. Regardless of the opponent's choice, sleep also provides an opportunity for a partner like Choice Band Metagross to get a free switch in. Will-O-Wisp threatens to burn Metagross, Tyranitar, and Jirachi, allowing Gengar to more easily lure out the special walls. Note that nothing in principle is stopping the use of Hypnosis and Will-O-Wisp together; it is well and valid. Mean Look is a good option for teams that are highly reliant on Gengar to nail the Blissey trap, eliminating the risk of using Explosion on an irrelevant target.

The second move is generally the move Gengar uses to trade. Explosion is the most common choice as it eliminates any uncertainty of getting into a move's KO range and critical hits or secondary status effects, with a definite KO on the follow up by Dugtrio. Destiny Bond however allows Gengar to take out range offensive threats and act as a secondary measure to completely remove the special wall if Dugtrio has been been taken out. It also removes Pursuit Tyranitar, giving Rain users free reign. Again, nothing is stopping one in principle from using both Explosion and Destiny Bond.

Taunt has a variety of applications; it stops Skarmory from laying Spikes, and Skarmory is frequently willing to do so on the assumption that this Gengar in a lead position indicates a special offense team at the back, which Skarmory is not necessarily helpful in the matchup against and would gladly absorb Hypnosis. It prevents Refresh users from healing away the burn, and also keeps momentum on one's side by preventing Blissey from firing off Thunder Wave. Having this momentum also allows Gengar to play more safely and time the Explosion at a moment when the opponent is more highly pressured. Finally, Taunt also prevents the opponent from setting up and also stops Suicune and Snorlax from Resting.

Ice Punch and Thunderbolt are coverage moves that hit most of the metagame neutrally. However, they are not mandatory, as this Gengar tends not to be used to sweep but create problems with its utility moves and force early-game exchanges. In fact, since the opponent is also usually going to assume that an unrevealed Gengar moveset is going to contain attacking moves, having a third utility move can sometimes be a nasty surprise. Focus Punch can catch Blissey and Pursuit Tyranitar off-Guard. It encourages Blissey to stay in and recover, making the use of Mean Look and Explosion more reliable. It also puts Tyranitar in the range of Gengar's coverage move.

Just as the defensive set, there are multiple appropriate EV spreads for Gengar. The given spread KOs Bold Blissey with Explosion after a Dugtrio follow up, while surviving Tyranitar's Pursuit in Sand and outspeeding all speed invested base 100 Pokemon like Zapdos and Salamence. Alternatively, one could go for an even more offensive spread of 96 Atk / 160 SpA / 252 Spe not just generally to do more damage, but also to get the KO with Dugtrio follow up on most Snorlax. Focus Punch sets might prefer the even more physically aggressive spread of 184 Atk / 124 SpA / 200 Spe to ensure that maximum HP Tyranitar gets KO'd with the follow up coverage move. One could go for the more physically defensive spread by using a Timid Nature with 248 HP / 52 Atk / 112 SpD / 96 Spe EVs for an almost similar benchmark on Blissey, except this set is only fast enough to outspeed Timid Moltres. If one is willing to contend with playing around the small probability of a maximally physically bulky Blissey surviving both Dugtrio and Gengar, or is using Destiny Bond instead of Explosion, then using a Timid Nature with any of the EV spreads in the defensive set is also fine.

Team Options
========

Dugtrio is the most common partner to this Gengar. It follows up on Gengar's Explosion to KO special walls like Blissey, Snorlax, Celebi, and Jirachi, while also removing Pursuit Tyranitar for Gengar, or together with Gengar, for the sake of setting up Rain. This combination enables a whole host of special threats. Examples include offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou, or Rain users like Kingdra and Ludicolo. Apart from providing special support, Gengar's Hypnosis also allows hard-hitting physical threats like Heracross and Choice Band Metagross to come in for free.

[SET]

name: Perish Trap
move 1: Mean Look
move 2: Perish Song
move 3: Taunt / Substitute
move 4: Destiny Bond / Protect / Hypnosis
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 60 SpD / 200 Spe

[SET COMMENTS]

Set Description
=========

Just like the utility set, this set intends to trap special walls like Blissey, Snorlax, and Celebi, but instead through the surprise use of Mean Look + Perish Song. The generic idea is to trap the wall with Mean Look, use Perish Song, either wait it out or switch to Dugtrio to continue the trap, then switch out for the KO. If Gengar is kept alive, one can even Perish Song a second time as Gengar is KO'd, and use Substitute Dugtrio for a second follow-up KO.

Taunt prevents the opponent from phazing or using status moves, and should be used with Destiny Bond to force the opponent into using an attacking move. Substitute tends to be used with Protect to retain as much HP as possible while the Perish Song counter is running. Destiny Bond is to be used as a last resort when Gengar has taken out something and lacks the HP for another trap. Hypnosis is a high-risk high-reward option that has general utility and can preserve Gengar's HP if it hits, but otherwise costs Gengar its life.

The EVs are tailored to outspeed maximally invested base Speed 100 Pokemon like Timid Zapdos and Jolly Choice Band Salamence in order to nail Taunt and Destiny Bond, while maximum bulk otherwise helps to live attacks like defensive Celebi's Psychic and minimize damage from Blissey's Ice Beam, Snorlax's Shadow Ball, and Heracross' Rock Slide. Just like the defensive set, Gengar's EVs are versatile here. One could go for a spread that guarantees living Pursuit Tyranitar under Sand so that Destiny Bond is not ruined by Sand, at the expense of physical bulk that is helpful in taking Snorlax's Shadow Ball, or Speed. A spread that satisfies the former is 168 HP / 164 SpD / 176 Spe, while one that provides for the latter 248 HP / 44 Def / 112 SpD / 104 Spe.

Team Options
========

Substitute Dugtrio Make sure you specify Sub CB dug, could be confusing for noobs is an important partner to this Gengar, as Substitute allows Dugtrio to take over from Gengar in extending trap turns for Perish Song to take effect. Apart from that, specially-oriented teammates from the utility set all apply. Offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou, as well as Rain users like Kingdra and Ludicolo all benefit from the removal of special walls.

[STRATEGY COMMENTS]

Other Options
=============

Dynamic Punch is a risky move that has huge upsides when Gengar is staring in the face of Pursuit Tyranitar, but its accuracy makes it highly unreliable. Thief can be used to slowly chip at special walls, but the constant pressure of Will-O-Wisp + Taunt or the immediacy of Explosion makes it hard to justify its use. Focus Punch can be a choice on the all-out attacker to take down an unsuspecting Blissey or Tyranitar.

Checks and Counters
===================

There are very few definite checks and counters to Gengar, and the most prevalent Gengar checks are defensive Pokemon. However, offensive teams can try their best to trade humongous amounts of damage in return for taking Will-O-Wisp from Gengar, use Lum Berry on the most burn-prone Pokemon like Metagross and Tyranitar, and try not to let Gengar in at all.

**Natural Cure**: Blissey and Celebi both pivot in to Will-O-Wisp with the intention of encouraging Gengar to switch out by chipping it with Ice Beam or the threat of Psychic, and healing the status away with Natural Cure. Of the lot, Blissey is the most robust; its Normal type does not allow Gengar to take any advantage with its elemental coverage. Celebi is more susceptible to Gengar's coverage, but is usually able to survive Will-O-Wisp and two Ice Punches off the defensive set to 2HKO back with Psychic. Making the right reads however is crucial to prevent too many exploits by physical threats that follow up from Gengar. Starmie gets 2HKO'd by Thunderbolt and only OHKOs Gengar after some chip damage, but can still act as a one-time pivot. Refresh users are less reliable against Taunt Gengar, but also act similarly if push comes to shove. Swampert can deal with Gengar lacking Grass-type coverage moves, and Milotic can try to wrestle against Gengar lacking Electric-type coverage.

**Pursuit**: Pursuit Tyranitar is the bane of Gengar's existence, forcing the Gengar user to make decisions on staying in to wrestle Tyranitar, or switching out and taking a huge chunk and possibly getting KO'd. Pursuit Tyranitar is best at taking out defensive Gengar. It is not a reliable trapper however, as it does not OHKO defensive Gengar, and Dugtrio might be waiting behind. Gengar may also end up on the winning end by inflicting burn and hitting Tyranitar with Grass-type coverage if Tyranitar chooses to Pursuit while Gengar stays in. Offensive Gengar might also be able to beat Tyranitar by using Hidden Power Grass or Hypnosis on the switch and outplaying Tyranitar. Pursuit Umbreon has a little more longevity with Wish and can burn Gengar back with Synchronize, but is rarely used because its passivity allows Metagross and Skarmory to come in freely. Pursuit Houndoom is able to OHKO Gengar with good odds, but is rather frail, susceptible to the Dugtrio trap, and offers almost no defensive utility otherwise. Metagross can scare the opponent with Psychic and catch Gengar with Pursuit on the switch while retaining the wallbreaking properties of Mixed Metagross, but needs a one-time Will-O-Wisp pivot on the team as it too is not anywhere close to OHKOing Gengar with Pursuit.

**Electric-types**: Electric-types can threaten Gengar either with Thunder Wave or a 2HKO with Thunderbolt. Jolteon by far is the most reliable Gengar check among the Electric-types, as it does not suffer a weakness against any of Gengar's coverage moves, and does not fear Will-O-Wisp too much as it is a fast specially offensive Pokemon that relies more on its speed than bulk to win games. However, it will still be worn down by the burn over time. Magneton can deal with Gengar lacking Fire Punch, and notably resists Explosion. Zapdos can reliably deal with Gengar lacking Ice Punch, but short of that, will require pivoting in on a move other than Ice Punch, and either rely on its speed or good reads to neuter Gengar.

**Fire-types**: Unrevealed Moltres and Charizard serve as offensive checks to Gengar by pivoting into Will-O-Wisp. Moltres can then threaten to OHKO Gengar with Overheat, while Charizard either outspeeds Gengar and hits it hard with Fire Blast, or survives Thunderbolt to OHKO with a Blaze-boosted Fire Blast.

**Guts**: Guts users like Heracross &mdash especially the Hidden Power Ghost variant &mdash and Machamp, can act as one-time pivots into Gengar's Will-O-Wisp, or simply come out in the game before Gengar in an attempt to trade it down.

**Offensive Special Checks**: Snorlax and Regice can take a few hits from offensive Gengar's coverage moves. Snorlax however does not appreciate getting burnt. Regice's Special Attack stat is unaffected by burn, but sending Regice in to take the burn is still not ideal as Explosion is going to do a miserable amount of damage as a result.

[CREDITS]

- Written by: [[vapicuno, 5454]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
Basically no changes here to make. 2/2
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Past WCoP Champion
Moderator
cool. ready for gp.
 

Plague von Karma

Banned deucer.
Thought I'd do an amcheck on this to help things along. This is really detailed, I like it!

Most issues seemed to come from spelling or comma misuse, I tried to fix most of that. If you're interested, this may help with regards to commas: if it sounds like it should be two sentences, it probably should be.

Add
Remove
Comments
(AC) = Add Comma
(AH) = Add Hyphen

(RS) = Remove Space
(RC) = Remove Comma

&mdash = what it says on the tin

[OVERVIEW]

Gengar is a centralizing threat in the ADV OU metagame with amazing versatiliy versatility (spelling). It boasts high Special Attack and Speed, which are both integral to its utility and offensive roles. In addition, one would be mistaken to assume based on its poor defensive stats that it is a glass cannon. It has immunities to Normal-, Ground-, and Fighting-type attacks, and a resistance to Bug-type (RS) attacks, providing an abundance of opportunities for Gengar to pivot in on mixed and physical variants of Salamence, Heracross, Snorlax, Swampert, Flygon, Gyarados, Aerodactyl, and Body Slam Jirachi. It even gets opportunities to pivot in on Toxic. Gengar also has very few weaknesses that aren't widely distributed, making its selection of checks highly specific.

One of Gengar's greatest assets is its ability to block Rapid Spin through its normal-type immunity, hence allowing Spikes to remain on the field. Another major boon to Gengar is its unique set of utility moves which almost no Pokemon is completely able to shrug off; in particular, Will-O-Wisp severely threatens every non-Fire-type without Natural Cure, and even those that do get their recovery shut down by Taunt, making Gengar highly effective at pressuring passive Pokemon like Blissey and Milotic too. (This sentence runs on a bit. I think it could be split off after "Taunt" with tweaks to the following part.) Offensively, Gengar's rainbow of elemental coverage allows it to be an effective sweeper with Spikes support. As a dedicated Blissey lure, Gengar can even use Mean Look + Perish song Song (Capitalization) or Explosion in conjunction with Dugtrio, enabling special offense.

While Gengar has many strengths, its propensity to be trapped, lack of STAB, and slight fraility frailty (spelling) hold it back. Pursuit Tyranitar OHKOs any Gengar that isn't consciously EV'd to survive it. The lack of STAB but an abundance of coverage means that Gengar is not suited for making consistently strong neutral hits early-game, but gets exponentially better with Spikes. Its low defensive stats can somewhat be compensated for through by EV investment, (RC) but at the expense of a crucial amount of speed.(This sentence read a bit weirdly, not sure if my edit improved it. Feel free to disregard if it doesn't work.)

[SET]
name: Defensive
move 1: Will-O-Wisp
move 2: Taunt / Explosion
move 3: Thunderbolt
move 4: Ice Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 44 Def / 8 SpA / 112 SpD / 96 Spe

[SET COMMENTS]

Set Description
=========

Defensive Gengar is most commonly used on teams that use indirect damage from Sand and Spikes, and they are canonically (Not sure if this is the right word? Maybe "commonly" would be better) referred to as Toxic, Sandstorm, Spikes (TSS) teams. This Gengar maintains pressure on both defensive and offensive Pokemon with a well-balanced (AH) combination of utility and coverage moves. Will-O-Wisp stings everything bar Fire-types and Natural Cure Pokemon. On the anti-offense side, it completely invalidates physical threats like Metagross, Tyranitar, and Snorlax. On the stallbreaking side, it turns the long game from an asset into a liability by ensuring that defensive Pokemon like Skarmory, Swampert, and Jirachi lose HP the more turns they stay in. Even Natural Cure Pokemon like Blissey and Celebi don't exactly gain momentum on Gengar, as the added damage of stepping on Spikes frequently forces them to make an attempt at recovering.

That's where Taunt comes in. Taunt provides additional pressure by preventing Blissey, and if you're daring, Celebi from healing up, keeping them perpetually at low HP throughout the game. Taunt also maintains the pressure on passive Pokemon by denying Swampert, Milotic, and Claydol from using Refresh, and disallowing Suicune and Snorlax from using Rest. Taunt also allows Gengar's switch target to come in without feaer fear (spelling) of status. Defensively, Taunt is also an emergency measure that prevents Dragon Dance Tyranitar and Calm Mind Jirachi from setting up a sweep. Explosion is a slightly riskier and more targeted option than Taunt. Instead of playing the patient game with Taunt, Explosion seeks to blow through Blissey when the time is right for a sweeper at the back like Starmie, Zapdos, offensive Suicune or offensive Jirachi. Explosion also helps to hammer through Zapdos + Celebi special defense cores, take out Claydol after an Ice Punch thereby retaining Spikes for the rest of the game, all while ending the turn to prevent setup just like Taunt and enable a Dugtrio trap. Although a rare choice, Destiny Bond can be used to lure and remove Claydol more reliably, and also remove key offensive threats.

Thunderbolt and Ice Punch provide neutral coverage to most of the metagame. In particular, Thunderbolt helps Gengar deal with the likes of Starmie trying to muscle through Gengar to get a Rapid Spin off, allows Gengar to beat Moltres and defensive Suicune in a one-on-one, and to allows Gengar to check Gyarados. Ice Punch deals with hovering threats that Spikes leaves unscathed, namely Zapdos, Salamence and Flygon, while providing the extra pressure against Celebi. Note that with Ice Punch, Gengar is one of the rare Mixed Salamence pivots, and can even offensively check Dragon Dance Salamence with the right EVs. Occasionally, Explosion can be used over Thunderbolt or Ice Punch as a sacrificial check-all against Spinners and special walls.

Fire Punch and Giga Drain are alternatives coverage moves. They are however less commonly seen, as Gengar is then completely walled by Moltres and Charizard, cannot serve as a reliable check against Salamence, and is forced out by Zapdos. Notably, (AC) though, Giga Drain provides Gengar with an opportunity to wrestle Pursuit Tyranitar in a 1v1, (AC) especially with the aid of Will-O-Wisp and Spikes, (RC) and improves the matchup against Claydol by healing off the damage from Psychic, turning it into a 3HKO instead. (I think splitting the sentences about Tyranitar and Claydol would help it read better, but this is a bit subjective.) While the inability to hit Zapdos and Moltres hard may be seen as a weakness, this coverage combination may instead be used as a way to lure and remove them through Explosion.

There are actually multiple appropriate EV spreads for defensive Gengar. The listed EV spread allows Gengar to switch out in the face of Tyranitar's Pursuit without getting KO'd in sand, survives Salamence's boosted Hidden Power Flying, and survives Gyarados' boosted Hidden Power Flying in Sand, all while outspeeding Timid Moltres. An alternate EV spread of 248 HP / 60 SpD / 200 Spe allows Gengar to survive Pursuit Tyranitar, which equates to about a half chance of living in Sand, (RC) while surviving boosted Hidden Power Flying from Salamence half the time, all while outspeeding Timid Zapdos, Jolly Salamence, neutral maximum speed Tyranitar after a Dragon Dance, and even some Adamant Dugtrio that forgo (RC) speed. Don't underestimate the value of a Gengar kept alive only to get KO'd by Sand as it comes in; it provides an extra turn to block Rapid Spin, and can be used sacrificially to bring a threatening sweeper like Aerodactyl in. A spread that guarantees living to live Tyranitar's Pursuit in Sand while offering virtually no protection against Salamence, yet maintaining the speed advantage over Timid Zapdos and Jolly Salamence, is 168 HP / 164 SpD / 176 Spe. This spread also survives Aerodactyl's Rock Slide under Sand. Keeping Gengar alive under Sand even after taking Pursuit can be extremely helpful when one has Dugtrio to trap Tyranitar, and especially if one faces Forretress.

Against stall teams, defensive Gengar should be used to play a patient game of constant pressure by keeping the opponent's special walls in a perpetual recover loop through Spikes, Will-O-Wisp, and Taunt. This creates multiple opportunities for a physical threat like Tyranitar to exert pressure on the physical side, and eventually force either the physical or special walls to crumble, from which one's sweeper can take over. Against offensive teams, defensive Gengar can pivot in by exploiting its plethora of immunities and resistances to fire off Will-O-Wisp, given their lack of status removal options, and keeping Gengar healthy might be all that is needed to stave off a late-game threat.

Team Options
========

Defensive Gengar mostly belongs on TSS teams. A Spiker is almost mandatory to exploit Gengar's ability to block Rapid Spin and force switches. The Spiker of choice is Skarmory most of the time, but on more offensive teams can be Cloyster. To help the Spikes damage stick, Tyranitar is also frequently used as a partner. In particular, Bulky Physical Tyranitar is the best set at exploiting Spikes, as it easily comes in on Blissey and forces the switch after Gengar has prevented Blissey from recovering. Other mid-game Spikes abusers that benefit from Gengar's Spikes support (Not sure if SpinBlock Support would be a better term?) are Moltres and perhaps even Zapdos. Finally, Gengar enables generic late-game sweepers like Starmie and Aerodactyl.

This Gengar generally intends to play the long game, and does not immediately threaten special threats like Jolteon, Zapdos, and Moltres, so robust special walls that also act as status absorbers like Blissey and Celebi act as good partners. Defensive Jirachi can also act as a special wall that keeps Gengar alive with Wish. Occasionally, this Gengar is used with Jolteon, where it is valued for its ability to keep Blissey pressured in the absence of a more oppressive check like Metagross, and makes the best use of its defensive abilities against Salamence on a team where defense is lacking. Swampert is a staple in TSS style teams due to its Sand immunity, but Explosion Gengar can easily enable a Suicune sweep instead, where the role of Rock-resistance is relegated to defensive Jirachi.

Sometimes, this Gengar is paired with Dugtrio, where either Gengar brings the special walls and status absorbers to such a low HP that Dugtrio can essentially remove them, or Gengar simply dents them with Explosion for the Dugtrio finish. There are two ways to proceed from here; with a standard Tyranitar lineup, the remaining team can be outstalled by TSS due to the elimination of the status pivot. Alternatively, this Gengar can also be used on a team that drops Tyranitar in favor of a special threat, which has now been enabled by the elimination of the special wall. Dugtrio can also potentially remove Pursuit Tyranitar, or at least weaken it to a level where it is no longer a threat to Gengar.

[SET]
name: Offensive
move 1: Thunderbolt / Fire Punch
move 2: Ice Punch
move 3: Hidden Power Grass
move 4: Explosion / Hypnosis / Fire Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

Set Description

=========

Offensive Gengar is intended to be a mid- to late-game sweeper. With its vast elemental coverage, it can easily take out teams that have been weakened by Spikes with its super-effective hits. The first move is the coverage for Skarmory. Thunderbolt is a generally Gengar's strongest move, hitting most grounded targets neutrally, and gives Gengar a way to hit Suicune, Starmie, Moltres, Charizard, and Gyarados really hard. The ability to threaten offensive Starmie with an almost assured OHKO under Sand is notable, (AC) because it allows Gengar to switch in on an anticipated Rapid Spin and force Starmie out. Fire Punch is an alternative that helps to take out metagame staples Metagross and Jirachi, while also hitting Magneton and Heracross, which may wall Gengar in spite of their frailty. However, using Fire Punch comes at the cost of being walled by Fire-types and Gyarados.

As Spikes only affects grounded Pokemon, Gengar needs Ice Punch to exert pressure on all hovering threats. Ice Punch OHKOs Salamence, allowing Gengar to pivot into the mixed variant safely and prevent the Dragon Dance variant from sweeping. Ice Punch 2HKOs Zapdos, but usually also simply threatens to OHKO after it taking a hit from Swampert, Suicune, Zapdos, or Metagross midgame. Celebi can also be brought into 2HKO range should it take any residual damage. Offensive Gengar is therefore great at tearing up Zapdos + Celebi special defense cores. Ice Punch is also very important for putting Pressure on Claydol. As it scores a clean 3HKO on 252 HP / 0 SpD Claydol, while Claydol is unable to 2HKO Gengar, catching it with Ice Punch on the switch guarantees that Claydol will not get the opportunity to force Gengar out and use Rapid Spin. Finally, Ice Punch also allows Gengar to OHKO Dugtrio and Flygon.

A Grass-type move, most commonly Hidden Power Grass, is necessary to stop two of the tier's most common Pokemon, Swampert and Tyranitar, from completely walling Gengar. It comes very close to OHKOing Swampert and 2HKOing Tyranitar, and this again is where Spikes really helps. Pursuit Tyranitar is heavily pressured once it is put in the 2HKO range, (RC) because it loses if it tries to use Pursuit while Gengar boldly stays in to attack. Giga Drain can sometimes be used in place of Hidden Power Grass for healing Gengar.

The last slot is usually a move that helps Gengar to maintain momentum. Explosion takes out Pokemon that Gengar is just short of KO-ing, notably Claydol, Zapdos, Celebi, and Starmie, and notably does a chunk to Blissey and Snorlax. It also chips and ends the turn on Dragon Dance Tyranitar and Calm Mind Jirachi, denying the opportunity of setting up with the prospect of a follow-up (AH) KO. (RS) Hypnosis invalidates Gengar's checks, and many teams have only one of them. It can totally turn the tables on Claydol and Pursuit Tyranitar, whose teams are already Spikes- and Gengar- weak. Landing Hypnosis can be a complete disaster for the opponent, but missing it can also be tragic as offensive Gengar is very frail. Hypnosis is thus best used on an expected switch.

Maximum Special Attack EVs are used to minimize the amount of chip damage needed on the opponent before Gengar starts wrecking wreaking (Wrecking and wreaking are different words!) havoc. Maximum Speed is never a bad idea on offensive Pokemon to force speed ties, but technically, only 216 Speed EVs are needed to outspeed the next fastest Pokemon, Adamant Dugtrio. If that is chosen, investing the remaining EVs in HP gives Gengar better odds to survive defensive Swampert's Torrent-boosted Hydro Pump, Defensive Starmie's Psychic, and Heracross' attacks in general, but one could also just put them into Attack for the extra sting on Explosion.

Bring Gengar in on free turns after Spikes has been laid and when it can force a switch, especially when the opponent's team has been chipped across the board. The best situation either forces the opponent to sacrifice the Pokemon on the field, or induces chip from Spikes and the first hit on the incoming Pokemon, putting the pivot into range of another coverage move in a snowball effect.

Team Options
========

Spikes is pretty much mandatory on this set, as Gengar's lack of STAB forbids it from hitting hard early-game, yet its versatile coverage becomes immensely more threatening when the opponent's team is uniformly chipped and unable to pivot around without taking even more damage. Therefore, Cloyster and Skarmory are prime candidates as a partner. Cloyster, (AC) in particular, (AC) deserves mention because its offensive pace is more well-matched to offensive Gengar, and its Explosion or Surf can put a severe dent into Metagross or Tyranitar, bringing them further into Gengar's KO range. Naturally, fast phazers like Jolteon and Zapdos go well on offensive Spikes teams for racking up Spikes damage early game on grounded bulky Pokemon. As offensive Gengar has no immediate answers to Blissey, Metagross could be an important pivot, especially if one is not using bulky physical Tyranitar. To set up the sweep, Gengar appreciates other offenses that chip Zapdos midgame such as offensive Swampert or Suicune. Finally, Gengar can also pave the way for a an offensive Starmie, Jirachi, or Suicune sweep, all of which take delight in bringing down the Pokemon that Gengar has already chipped, or in the case of Blissey and Snorlax, Exploded (Not sure if this should be capitalized...) on. Aerodactyl is also a great partner on the physical side of things, as desperate opponents are frequently very willing to trade away their bulky Aerodactyl pivots like Tyranitar, Metagross, Jirachi, and Suicune to remove Gengar.

[SET]

name: Utility
move 1: Hypnosis / Will-O-Wisp / Mean Look
move 2: Explosion / Destiny Bond
move 3: Ice Punch / Taunt / Explosion / Focus Punch
move 4: Thunderbolt / Taunt / Will-O-Wisp / Mean Look
item: Leftovers
ability: Levitate
nature: Hasty
evs: 168 HP / 164 SpD / 176 Spe

[SET COMMENTS]

Set Description
=========

This set is used mostly as a lead or early-game on Spikeless special offense teams to harrass harass (spelling) the opponent as much as possible with status moves before attempting to sacrifically sacrificially (spelling) take out a special wall. If the set looks like a mess, it's because this Gengar's moves are truly versatile and to some extent, (AC) team-dependent, and this Gengar works best in a position where it keeps its opponent guessing its moveset and eventually springs some surprises.(This sentence reads a bit weirdly. You could possibly split off after "team-dependent" using a semicolon.)

Hypnosis fits nicely on the special offense teams this Gengar finds itself on. Due to the fast pace of such teams, it is highly likely a slept Pokemon never wakes up throughout the game, and even if a Natural Cure Pokemon is slept, the opponent is still highly pressured to switch to avoid Explosion. Regardless of the opponent's choice, sleep also provides an opportunity for a partner like Choice Band Metagross to get a free switch in. Will-O-Wisp threatens to burn Metagross, Tyranitar, and Jirachi, allowing Gengar to more easily lure out the special walls. Note that nothing in principle is stopping the use of Hypnosis and Will-O-Wisp together; it is well and valid. Mean Look is a good option for teams that are highly reliant on Gengar to nail the Blissey trap, eliminating the risk of using Explosion on an irrelevant target.

The second move is generally the move Gengar uses to trade. Explosion is the most common choice as it eliminates any uncertainty of getting into a move's KO range and critical hits or secondary status effects, with a definite KO on the follow up by Dugtrio. Destiny Bond, (AC) however, (AC) allows Gengar to take out range offensive threats and act as a secondary measure to completely remove the special wall if Dugtrio has been been (repetition) taken out. It also removes Pursuit Tyranitar, giving Rain users free reign rein (reign and rein are different words!). Again, nothing is stopping one in principle from using both Explosion and Destiny Bond.

Taunt has a variety of applications; it stops Skarmory from laying Spikes, and Skarmory is frequently willing to do so on the assumption that this Gengar in a lead position indicates a special offense team at the back, which Skarmory is not necessarily helpful in the matchup against and would gladly absorb Hypnosis. It prevents Refresh users from healing away the burn, and (the comma here is technically incorrect iirc) also keeps the momentum on one's side by preventing Blissey from firing off Thunder Wave. Having this momentum also allows Gengar to play more safely and time the Explosion at a moment when the opponent is more highly pressured. Finally, Taunt also prevents the opponent from setting up and also stops Suicune and Snorlax from Resting.

Ice Punch and Thunderbolt are coverage moves that hit most of the metagame neutrally. However, they are not mandatory, as this Gengar tends not to be used to sweep but create problems with its utility moves and force early-game exchanges. In fact, since the opponent is also usually going to assume that an unrevealed Gengar moveset is going to contain attacking moves, having a third utility move can sometimes be a nasty surprise. Focus Punch can catch Blissey and Pursuit Tyranitar off-Guard. It encourages Blissey to stay in and recover, making the use of Mean Look and Explosion more reliable. It also puts Tyranitar in the range of Gengar's coverage move.

Just as the defensive set, there are multiple appropriate EV spreads for Gengar. The given spread KOs Bold Blissey with Explosion after a Dugtrio follow-up (AH), while surviving Tyranitar's Pursuit in Sand and outspeeding all speed invested base 100 Pokemon like Zapdos and Salamence. Alternatively, one could go for an even more offensive spread of 96 Atk / 160 SpA / 252 Spe not just generally to do more damage, but also to get the KO with Dugtrio follow up on most Snorlax. Focus Punch sets might prefer the even more physically aggressive spread of 184 Atk / 124 SpA / 200 Spe to ensure that maximum HP Tyranitar gets KO'd with the follow-up (AH) coverage move. One could go for the more physically defensive spread by using a Timid Nature with 248 HP / 52 Atk / 112 SpD / 96 Spe EVs for an almost similar benchmark on Blissey, except this set is only fast enough to outspeed Timid Moltres. If one is willing to contend with playing around the small probability of a maximally physically bulky Blissey surviving both Dugtrio and Gengar, or is using Destiny Bond instead of Explosion, then using a Timid Nature with any of the EV spreads in the defensive set is also fine.(This sentence runs on a bit; you could probably restructure it a bit. Perhaps you could split it, saying "There is a small probability..." and then writing "Using Timid + Defensive EVs can alleviate this" thereafter. Not sure though.)

Team Options
========

Dugtrio is the most common partner to this Gengar. It follows up on Gengar's Explosion to KO special walls like Blissey, Snorlax, Celebi, and Jirachi, while also removing Pursuit Tyranitar for Gengar, or together with Gengar, for the sake of setting up Rain. This combination enables a whole host of special threats. Examples include offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou, or Rain users like Kingdra and Ludicolo. Apart from providing special support, Gengar's Hypnosis also allows hard-hitting physical threats like Heracross and Choice Band Metagross to come in for free.

[SET]

name: Perish Trap
move 1: Mean Look
move 2: Perish Song
move 3: Taunt / Substitute
move 4: Destiny Bond / Protect / Hypnosis
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 60 SpD / 200 Spe

[SET COMMENTS]

Set Description
=========

Just like the utility set, this set intends to trap special walls like Blissey, Snorlax, and Celebi, but instead through the surprise use of Mean Look + Perish Song. The generic idea is to trap the wall with Mean Look, use Perish Song, either wait it out or switch to Dugtrio to continue the trap, then switch out for the KO. If Gengar is kept alive, one can even Perish Song a second time as Gengar is KO'd, and use Substitute Dugtrio for a second follow-up KO.

Taunt prevents the opponent from phazing or using status moves, and should be used with Destiny Bond to force the opponent into using an attacking move. Substitute tends to be used with Protect to retain as much HP as possible while the Perish Song counter is running. Destiny Bond is to be used as a last resort when Gengar has taken out something and lacks the HP for another trap. Hypnosis is a high-risk high-reward option that has general utility and can preserve Gengar's HP if it hits, (RC) but otherwise costs Gengar its life.

The EVs are tailored to outspeed maximally invested base Speed 100 Pokemon like Timid Zapdos and Jolly Choice Band Salamence in order to nail Taunt and Destiny Bond, while maximum bulk otherwise helps to live attacks like defensive Celebi's Psychic and minimize damage from Blissey's Ice Beam, Snorlax's Shadow Ball, and Heracross' Rock Slide. Just like the defensive set, Gengar's EVs are versatile here. One could go for a spread that guarantees living Pursuit Tyranitar under Sand so that Destiny Bond is not ruined by Sand, at the expense of physical bulk that is helpful in taking Snorlax's Shadow Ball, or Speed. A spread that satisfies the former is 168 HP / 164 SpD / 176 Spe, while one that provides for the latter 248 HP / 44 Def / 112 SpD / 104 Spe.

Team Options
========

Substitute Dugtrio is an important partner to this Gengar, as Substitute allows Dugtrio to take over from Gengar in extending trap turns for Perish Song to take effect. Note that Dugtrio can still carry Choice Band, and replace Rock Slide with Substitute, since everything Dugtrio traps is are hit hard by Dugtrio's other moves. Apart from that, specially-oriented teammates from the utility set all apply. Offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou, as well as Rain users like Kingdra and Ludicolo all benefit from the removal of special walls.

[STRATEGY COMMENTS]

Other Options
=============

Dynamic Punch is a risky move that has huge upsides when Gengar is staring in the face of Pursuit Tyranitar, but its accuracy makes it highly unreliable. Thief can be used to slowly chip at special walls, but the constant pressure of Will-O-Wisp + Taunt or the immediacy of Explosion makes it hard to justify its use. Focus Punch can be a choice on the all-out attacker to take down an unsuspecting Blissey or Tyranitar.

Checks and Counters
===================

There are very few definite checks and counters to Gengar, and the most prevalent Gengar checks are defensive Pokemon. However, offensive teams can try their best to trade humongous amounts of damage in return for taking Will-O-Wisp from Gengar, use Lum Berry on the most burn-prone Pokemon like Metagross and Tyranitar, and try not to let Gengar in at all.

**Natural Cure**: Blissey and Celebi both pivot in to Will-O-Wisp with the intention of encouraging Gengar to switch out by chipping it with Ice Beam or the threat of Psychic, and healing the status away with Natural Cure. Of the lot, Blissey is the most robust; its Normal-type (AH) does not allow Gengar to take any advantage with its elemental coverage. Celebi is more susceptible to Gengar's coverage, but is usually able to survive Will-O-Wisp and two Ice Punches off the defensive set to 2HKO back with Psychic. Making the right reads, (AC) however, (AC) is crucial to prevent too many exploits by physical threats that follow up from Gengar. Starmie gets 2HKO'd by Thunderbolt and only OHKOs Gengar after some chip damage, but can still act as a one-time pivot. Refresh users are less reliable against Taunt Gengar, (RC) but also act similarly if push comes to shove. Swampert can deal with Gengar lacking Grass-type coverage moves, and Milotic can try to wrestle against Gengar lacking Electric-type coverage.

**Pursuit**: Pursuit Tyranitar is the bane of Gengar's existence, forcing the Gengar user to make decisions on staying in to wrestle Tyranitar, or switching out and taking a huge chunk and possibly getting KO'd. Pursuit Tyranitar is best at taking out defensive Gengar. It is not a reliable trapper however, as it does not OHKO defensive Gengar, and Dugtrio might be waiting behind. Gengar may also end up on the winning end by inflicting burn and hitting Tyranitar with Grass-type coverage if Tyranitar chooses to Pursuit while Gengar stays in. Offensive Gengar might also be able to beat Tyranitar by using Hidden Power Grass or Hypnosis on the switch and outplaying Tyranitar. Pursuit Umbreon has a little more longevity with Wish and can burn Gengar back with Synchronize, but is rarely used because its passivity allows Metagross and Skarmory to come in freely. Pursuit Houndoom is able to OHKO Gengar with good odds, but is rather frail, susceptible to the Dugtrio trap, and offers almost no defensive utility otherwise. Metagross can scare the opponent with Psychic and catch Gengar with Pursuit on the switch &mdash while retaining the wallbreaking properties of Mixed Metagross, &mdash (RC) (em-dashes seem to fit what you're going for here) but needs a one-time Will-O-Wisp pivot on the team as it too is not anywhere close to OHKOing Gengar with Pursuit.

**Electric-types**: Electric-types can threaten Gengar either with Thunder Wave or a 2HKO with Thunderbolt. Jolteon by far is the most reliable Gengar check among the Electric-types, as it does not suffer a weakness against any of Gengar's coverage moves, and does not fear Will-O-Wisp too much as it is a fast specially offensive Pokemon that relies more on its speed than bulk to win games. However, it will still be worn down by the burn over time. Magneton can deal with Gengar lacking Fire Punch, (RC) and notably resists Explosion. Zapdos can reliably deal with Gengar lacking Ice Punch, but short of that, will require pivoting in on a move other than Ice Punch, and either rely on its speed or good reads to neuter Gengar.

**Fire-types**: Unrevealed Moltres and Charizard serve as offensive checks to Gengar by pivoting into Will-O-Wisp. Moltres can then threaten to OHKO Gengar with Overheat, while Charizard either outspeeds Gengar and hits it hard with Fire Blast, or survives Thunderbolt to OHKO with a Blaze-boosted Fire Blast. (Run-on sentence here. I think splitting off the bits on Moltres and Charizard into individual sentences would be best. Don't put them in individual sections, obviously, just split the sentence.)

**Guts**: Guts users like Heracross &mdash especially the Hidden Power Ghost variant &mdash and Machamp, can act as one-time pivots into Gengar's Will-O-Wisp, or simply come out in the game before Gengar in an attempt to trade it down.

**Offensive Special Checks**: Snorlax and Regice can take a few hits from offensive Gengar's coverage moves. Snorlax, (AC) however, (AC) does not appreciate getting burnt. Regice's Special Attack stat is unaffected by the burn, but sending Regice in to take the burn is still not ideal as Explosion is going to do a miserable amount of damage as a result.

[CREDITS]

- Written by: [[vapicuno, 5454]]
- Quality checked by: [[pasy_g, 61664], [Triangles, 118250]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:

Milak

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GP 1/2

[OVERVIEW]

Gengar is a centralizing threat in the ADV OU metagame with amazing versatility. It boasts high Special Attack and Speed, which are both integral to its utility and offensive roles. In addition, one would be mistaken to assume that it is a glass cannon based on its poor defensive stats that it is a glass cannon. It has immunities to Normal-, Ground-, and Fighting-type attacks, and a resistance to Bug-type attacks, providing it with an abundance of opportunities for Gengar to pivot in on mixed and physical variants of Salamence, Heracross, Snorlax, Swampert, Flygon, Gyarados, Aerodactyl, and Body Slam Jirachi. It even gets opportunities to pivot in on Toxic. Gengar also has very few weaknesses that aren't widely distributed, making its selection of checks highly specific.

One of Gengar's greatest assets is its ability to block Rapid Spin through its normal-type Normal immunity, hence allowing Spikes to remain on the field. Another major boon to Gengar is its unique set of utility moves,(AC) which almost no Pokemon is completely able to shrug off; in particular, Will-O-Wisp severely threatens every non-Fire-type without Natural Cure,(RC) and even those that do get their recovery shut down by Taunt, making Gengar highly effective at pressuring passive Pokemon like Blissey and Milotic too. Offensively, Gengar's rainbow selection of elemental coverage moves allows it to be an effective sweeper with Spikes support. As a dedicated Blissey lure, Gengar can even use Mean Look + Perish Song or Explosion in conjunction with Dugtrio, enabling special offense.

While Gengar has many strengths, its propensity to be trapped, lack of STAB moves, and slight frailty hold it back. Pursuit Tyranitar OHKOs any Gengar that isn't consciously EV'd properly EV trained to survive it. The lack of STAB moves but an abundance of coverage means that Gengar is not suited for making consistently firing off strong neutral hits early-game, but it gets exponentially better with Spikes. Its low defensive stats can somewhat be compensated for through EV investment,(AC) but at the expense of a crucial amount of speed Speed.

[SET]
name: Defensive
move 1: Will-O-Wisp
move 2: Taunt / Explosion
move 3: Thunderbolt
move 4: Ice Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 44 Def / 8 SpA / 112 SpD / 96 Spe

[SET COMMENTS]

Set Description
=========

Defensive Gengar is most commonly used on teams that use indirect damage from Sand sand and Spikes, and they are canonically referred to as Toxic, Sandstorm, and Spikes (TSS) teams. This Gengar's set maintains pressure on both defensive and offensive Pokemon with a well-balanced combination of utility and coverage moves. Will-O-Wisp stings everything bar Fire-types and Natural Cure Pokemon. On the anti-offense side, it completely invalidates physical threats like Metagross, Tyranitar, and Snorlax. On the stallbreaking side, it turns the long game from an asset into a liability by ensuring that defensive Pokemon like Skarmory, Swampert, and Jirachi lose HP the more turns they stay in. Even Natural Cure Pokemon like Blissey and Celebi don't exactly gain momentum on Gengar, as the added Spikes damage of stepping on Spikes frequently forces them to make an attempt at recovering.

That's where Taunt comes in. Taunt provides additional pressure by preventing Blissey, and if you're daring, Celebi from healing up, keeping them perpetually at low HP throughout the game. Taunt also maintains the pressure on passive Pokemon by denying Swampert, Milotic, and Claydol from using Refresh,(RC) and disallowing Suicune and Snorlax from using Rest. Taunt also allows Gengar's switch target to come in without fear of status effects. Defensively, Taunt is also an emergency measure that prevents Dragon Dance Tyranitar and Calm Mind Jirachi from setting up and sweep. Explosion is a slightly riskier and more targeted option than Taunt. Instead of playing the patient game with Taunt, Explosion seeks to blow through Blissey when the time is right for a sweeper at the back like Starmie, Zapdos, offensive Suicune,(AC) or offensive Jirachi. Explosion also helps to hammer through Zapdos + Celebi special defense specially defensive cores, take out Claydol after an Ice Punch,(AC) thereby retaining Spikes for the rest of the game, all while as well as ending the turn to prevent setup the foe from setting up just like Taunt and enable enabling a Dugtrio trap. Although a rare choice, Destiny Bond can be used to lure and remove Claydol more reliably, and also to remove key offensive threats.

Thunderbolt and Ice Punch provide neutral coverage to most of the metagame. In particular, Thunderbolt helps Gengar deal with the likes of Starmie trying to muscle through Gengar to get a Rapid Spin off, allows Gengar to beat Moltres and defensive Suicune in a one-on-one scenario, and to allows Gengar to lets it check Gyarados. Ice Punch deals with hovering threats that Spikes leaves unscathed, namely Zapdos, Salamence and Flygon, while providing the extra pressure against Celebi. Note that with Ice Punch, Gengar is one of the rare Mixed mixed Salamence pivots,(RC) and can even offensively check Dragon Dance Salamence with the right EVs. Occasionally, Explosion can be used over Thunderbolt or Ice Punch as a sacrificial check-all against Spinners spinners and special walls.

Fire Punch and Giga Drain are alternatives coverage moves. They are,(AC) however,(AC) less commonly seen, as Gengar is would then be completely walled by Moltres and Charizard, cannot it couldn't serve as a reliable check against Salamence, and is it would be forced out by Zapdos. Notably, though, Giga Drain provides Gengar with an opportunity to wrestle Pursuit Tyranitar in a 1v1 scenario, especially with the aid of Will-O-Wisp and Spikes, and it improves the matchup against Claydol by healing off the damage from Psychic, turning it into a 3HKO instead. While the inability to hit Zapdos and Moltres hard may be seen as a weakness, this coverage combination may instead be used as a way to lure and remove them through Explosion.

There are actually multiple appropriate EV spreads for defensive Gengar. The listed EV spread allows Gengar to switch out in the face of Tyranitar's Pursuit without getting KO'd KOed in sand, survives to survive Salamence's boosted Hidden Power Flying,(RC) and survives Gyarados's boosted Hidden Power Flying in Sand sand, all while outspeeding Timid Moltres. An alternate EV spread of 248 HP / 60 SpD / 200 Spe allows Gengar to survive Pursuit Tyranitar, which equates to about a half chance of living in Sand sand,(AC) while surviving boosted Hidden Power Flying from Salamence half the time,(RC) all while outspeeding and being able to outspeed Timid Zapdos, Jolly Salamence, neutral maximum speed Speed Tyranitar with a neutral nature after a Dragon Dance, and even some Adamant Dugtrio that forgo speed Speed investment. Don't underestimate the value of a Gengar kept alive only to get KO'd by Sand KOed by sand as it comes in; it provides an extra turn to block Rapid Spin, and can be used sacrificially to bring a threatening sweeper like Aerodactyl in. A spread that of 168 HP / 164 SpD / 176 Spe guarantees to live Tyranitar's Pursuit in Sand sand while offering virtually no protection against Salamence, yet maintaining the speed Speed advantage over Timid Zapdos and Jolly Salamence,(RV) is 168 HP / 164 SpD / 176 Spe. This spread also survives allows it to survive Aerodactyl's Rock Slide under Sand sand. Keeping Gengar alive under Sand sand even after taking Pursuit can be extremely helpful when one has Dugtrio to trap Tyranitar, and especially if one faces Forretress.

Against stall teams, defensive Gengar should be used to play a patient game of constant pressure by keeping the opponent's special walls in a perpetual recover loop through Spikes, Will-O-Wisp, and Taunt. This creates multiple opportunities for a physical threat like Tyranitar to exert pressure on the physical side,(RC) and eventually force either the physical or special walls to crumble, from which one's sweeper can take over. Against offensive teams, defensive Gengar can pivot in by exploiting its plethora of immunities and resistances to fire off Will-O-Wisp, given their lack of status removal options, and keeping Gengar healthy might be all that is needed to stave off a late-game threat.

Team Options
========

Defensive Gengar mostly belongs on TSS teams. A Spiker is almost mandatory to exploit Gengar's ability to block Rapid Spin and force switches. The Spiker of choice is Skarmory most of the time, but on more offensive teams it can be Cloyster. To help the Spikes damage stick, Tyranitar is also frequently used as a partner. In particular, Bulky Physical bulky physical Tyranitar is the best set at exploiting Spikes, as it easily comes in on Blissey and forces the it to switch after Gengar has prevented Blissey from recovering. Other mid-game Spikes abusers that benefit from Gengar's spinblocking support are Moltres and perhaps even Zapdos. Finally, Gengar enables generic late-game sweepers like Starmie and Aerodactyl to sweep.

This Gengar set generally intends to play the long game,(RC) and does not immediately threaten special threats like Jolteon, Zapdos, and Moltres, so robust special walls that also act as status absorbers like Blissey and Celebi act as are good partners. Defensive Jirachi can also act as a special wall that keeps Gengar alive with Wish. Occasionally, this Gengar is used with Jolteon, where it Gengar is valued for its ability to keep Blissey pressured in the absence of a more oppressive check like Metagross, and it makes the best use of its defensive abilities against Salamence on a team where defense a defensive backbone is lacking. Swampert is a staple in TSS style teams due to its Sand immunity to sandstorm, but Explosion Gengar can easily enable a Suicune sweep instead, where the role of Rock-resistance is relegated to defensive Jirachi.

Sometimes, this Gengar is paired with Dugtrio, where either Gengar brings the special walls and status absorbers to such a low HP that Dugtrio can essentially remove them, or Gengar simply dents them with Explosion for the Dugtrio to finish them. There are two ways to proceed from here; with a standard Tyranitar lineup, the remaining team can be outstalled by TSS due to the elimination of the status pivot. Alternatively, this Gengar can also be used on a team that drops Tyranitar in favor of a special threat, which has now been enabled (to sweep?) by the elimination of the special wall. Dugtrio can also potentially remove Pursuit Tyranitar,(RC) or at least weaken it to a level where it is no longer a threat to Gengar.

[SET]
name: Offensive
move 1: Thunderbolt / Fire Punch
move 2: Ice Punch
move 3: Hidden Power Grass
move 4: Explosion / Hypnosis / Fire Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

Set Description

=========

Offensive Gengar is intended to be a mid- to or late-game sweeper. With its vast elemental coverage options, it can easily take out teams that have been weakened by Spikes with its super-effective super effective hits. The first move is the coverage for Skarmory. Thunderbolt is a generally Gengar's strongest move, hitting most grounded targets neutrally, and it gives Gengar a way to hit Suicune, Starmie, Moltres, Charizard, and Gyarados really hard. The ability to threaten offensive Starmie with an almost assured OHKO under Sand sand is notable, because it allows Gengar to switch in on an anticipated Rapid Spin and force Starmie out. Fire Punch is an alternative option that helps to take out metagame staples such as Metagross and Jirachi,(RC) while also hitting Magneton and Heracross, which may wall Gengar in spite of their frailty. However, using Fire Punch comes at the cost of being walled by Fire-types and Gyarados.

As Spikes only affects grounded Pokemon, Gengar needs Ice Punch to exert pressure on all hovering non-grounded threats. Ice Punch OHKOes Salamence, allowing Gengar to pivot into the mixed variant safely and prevent the Dragon Dance variant from sweeping. Ice Punch 2HKOes Zapdos, but usually also it simply threatens to OHKO it after it taking a hit from Swampert, Suicune, Zapdos, or Metagross mid-game(AH). Celebi can also be brought into 2HKO range should it take any residual damage. Offensive Gengar is therefore great at tearing up Zapdos + Celebi special defense specially defensive cores. Ice Punch is also very important for putting Pressure pressure on Claydol.(RP) As ,(AC) as it scores a clean 3HKO on 252 HP / 0 SpD Claydol,(RC) ;(ASC) while Claydol is unable to 2HKO Gengar, catching it with Ice Punch on the switch guarantees that Claydol will not get the opportunity to force Gengar out and use Rapid Spin. Finally, Ice Punch also allows Gengar to OHKO Dugtrio and Flygon.

A Grass-type move, most commonly Hidden Power Grass, is necessary to stop two of the tier's most common Pokemon, Swampert and Tyranitar, from completely walling Gengar. It comes very close to OHKOing Swampert and 2HKOing Tyranitar, and this again is where Spikes really helps. Pursuit Tyranitar is heavily pressured once it is put in the 2HKO range,(AC) because it loses if it tries to use Pursuit while Gengar boldly stays in to attack. Giga Drain can sometimes be used in place of Hidden Power Grass for healing Gengar.

The last slot is usually dedicated to a move that helps Gengar to maintain momentum. Explosion takes out Pokemon that Gengar is just short of KO-ing KOing, notably Claydol, Zapdos, Celebi, and Starmie, and notably it does a chunk to Blissey and Snorlax. It also chips and ends the turn on Dragon Dance Tyranitar and Calm Mind Jirachi, denying the their opportunity of setting up with the prospect of a follow-up KO. Hypnosis invalidates Gengar's checks, and many teams have only one of them. It can totally turn the tables on Claydol and Pursuit Tyranitar, whose teams are already weak to Spikes-(RH) and Gengar-(RH) weak. Landing Hypnosis can be a complete disaster for the opponent, but missing it can also be tragic,(AC) as offensive Gengar is very frail. Hypnosis is thus best used on an expected switch.

Maximum Special Attack EVs are used to minimize the amount of chip damage needed on the opponent before Gengar starts wreaking havoc. Maximum Speed investment is never a bad idea on offensive Pokemon to force speed Speed ties, but technically, only 216 Speed EVs are needed to outspeed the next fastest Pokemon, Adamant Dugtrio. If that is chosen, investing the remaining EVs in HP gives Gengar better odds to survive defensive Swampert's Torrent-boosted Hydro Pump, Defensive defensive Starmie's Psychic, and Heracross's attacks in general, but one could also just put them into Attack for the extra sting on Explosion.

Bring Gengar in on free turns after Spikes has been laid and when it can force a switch, especially when the opponent's team has been chipped across the board. The best situation either forces the opponent to sacrifice the Pokemon on the field,(RC) or induces chip from Spikes and the first hit on the incoming Pokemon, putting the pivot into range of another coverage move in a snowball effect.

Team Options
========

Spikes is pretty much mandatory on this set, as Gengar's lack of STAB forbids it from hitting hard early-game, yet its versatile coverage becomes immensely more threatening when the opponent's team is uniformly chipped and unable to pivot around without taking even more damage. Therefore, Cloyster and Skarmory are prime candidates as a partner partners. Cloyster,(RC) in particular,(RC) deserves a mention because its offensive pace is more well-matched to offensive Gengar, and its Explosion or Surf can put a severe dent into Metagross or Tyranitar, bringing them further into Gengar's KO range. Naturally, fast phazers like Jolteon and Zapdos go well on offensive Spikes teams for racking up Spikes damage early-game(AH) on grounded bulky Pokemon. As offensive Gengar has no immediate answers to Blissey, Metagross could be an important pivot, especially if one is not using bulky physical Tyranitar. To set up for the sweep, Gengar appreciates other offenses offensive partners that chip Zapdos mid-game(AH) such as offensive Swampert or and Suicune. Finally, Gengar can also pave the way for an offensive Starmie, Jirachi, or Suicune to sweep, all of which take delight in bringing down the Pokemon that Gengar has already chipped, or in the case of Blissey and Snorlax, Exploded on damaged with Explosion. Aerodactyl is also a great partner on the physical side of things (not really sure what this means honestly, can't you just say it's a good physically offensive/defense partner?), as desperate opponents are frequently very willing to trade away their bulky pivots to Aerodactyl pivots like Tyranitar, Metagross, Jirachi, and Suicune to remove Gengar.

[SET]

name: Utility
move 1: Hypnosis / Will-O-Wisp / Mean Look
move 2: Explosion / Destiny Bond
move 3: Ice Punch / Taunt / Explosion / Focus Punch
move 4: Thunderbolt / Taunt / Will-O-Wisp / Mean Look
item: Leftovers
ability: Levitate
nature: Hasty
evs: 168 HP / 164 SpD / 176 Spe

[SET COMMENTS]

Set Description
=========

This set is used mostly as a lead or early-game (something's missing here) on Spikeless special offense specially offensive teams to harass the opponent as much as possible with status moves before attempting to sacrificially sacrifice itself to take out a special wall. If the set looks like a mess, it's because this Gengar's moves are truly versatile and to some extent, team-dependent. This Gengar works best in a position where it keeps its opponent guessing its moveset and eventually springs some surprises.

Hypnosis fits nicely on the special offense specially offensive teams this Gengar often (fluff) finds itself on. Due to the fast pace of such teams, it is highly likely that a slept Pokemon put to sleep never wakes up throughout the game, and even if a Natural Cure Pokemon is slept put to sleep, the opponent is still highly pressured to switch out to avoid Explosion. Regardless of the opponent's choice, sleep also provides an opportunity for a partner like Choice Band Metagross to get a free switch in. Will-O-Wisp threatens to burn Metagross, Tyranitar, and Jirachi, allowing Gengar to more easily lure out the special walls. Note that nothing in principle is stopping the use of Hypnosis and Will-O-Wisp together; it is well and valid. Mean Look is a good option for teams that are highly reliant on Gengar to nail the Blissey trap, eliminating the risk of using Explosion on an irrelevant target.

The second move is generally the move Gengar uses to force a trade. Explosion is the most common choice,(AC) as it eliminates any uncertainty of getting into a move's KO range and critical hits or secondary status effects, with a definite KO on the follow up by Dugtrio. Destiny Bond, however, allows Gengar to take out a range offensive threats and act as a secondary measure to completely remove the special wall if Dugtrio has been taken out. It also removes Pursuit Tyranitar, giving Rain rain users free rein. Again, nothing is stopping one in principle from using both Explosion and Destiny Bond.

Taunt has a variety of applications; it stops Skarmory from laying Spikes, and Skarmory is frequently willing to do so on the assumption that this Gengar in a lead position indicates a special offense specially offensive team at the back, which Skarmory is not necessarily helpful in the matchup against and would gladly absorb Hypnosis. Furthermore,(AC) It prevents Refresh users from healing away the burn and also keeps the momentum on one's side by preventing Blissey from firing off Thunder Wave. Having this momentum also allows Gengar to play more safely and time the Explosion at a moment when the opponent is more highly pressured. Finally, Taunt also prevents the opponent from setting up and also stops Suicune and Snorlax from Resting.

Ice Punch and Thunderbolt are coverage moves that hit most of the metagame neutrally. However, they are not mandatory, as this Gengar tends not to be used to sweep but create problems with its utility moves and force early-game exchanges. In fact, since the opponent is also usually going to assume that an unrevealed Gengar moveset is going to contain attacking moves, having a third utility move can sometimes be a nasty surprise. Focus Punch can catch Blissey and Pursuit Tyranitar off-Guard off guard. It encourages Blissey to stay in and recover, making the use of Mean Look and Explosion more reliable. It also puts Tyranitar in the range of Gengar's coverage move.

Just as the defensive set, there are multiple appropriate EV spreads for Gengar. The given spread KOs allows it to put Bold Blissey into range of Dugtrio's Earthquake with Explosion after a Dugtrio follow-up,(RC) while surviving letting it survive Tyranitar's Pursuit in Sand sand and outspeeding all speed invested base 100 Speed Pokemon like Zapdos and Salamence with Speed investment. Alternatively, one could go for an even more offensive spread of 96 Atk / 160 SpA / 252 Spe not just generally to do generally more damage, but also to get the KO with Dugtrio follow-up on put most Snorlax into range of Dugtrio's Earthquake. Focus Punch sets might prefer the even more physically aggressive spread of 184 Atk / 124 SpA / 200 Spe to ensure that maximum HP Tyranitar gets KO'd KOed with the follow-up coverage move. One could go for the more physically defensive spread by using a Timid Nature nature with 248 HP / 52 Atk / 112 SpD / 96 Spe EVs for an almost similar benchmark on Blissey, except this set is only fast enough to outspeed Timid Moltres. If one is willing to accept the small probability of a maximally physically bulky Maximum Blissey surviving both Dugtrio and Gengar, or is using Destiny Bond instead of Explosion, then using a Timid Nature nature with any of the EV spreads in the defensive set is also fine.

Team Options
========

Dugtrio is the most common partner to this Gengar. It follows up on after Gengar's Explosion to KO special walls like Blissey, Snorlax, Celebi, and Jirachi,(RC) while also removing Pursuit Tyranitar for Gengar, or together with Gengar, for the sake of setting up Rain rain. This combination enables opens the door for a whole host of special threats. Examples include offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou, or Rain rain users like Kingdra and Ludicolo. Apart from providing special support, Gengar's Hypnosis also allows hard-hitting physical threats like Heracross and Choice Band Metagross to come in for free.

[SET]

name: Perish Trap
move 1: Mean Look
move 2: Perish Song
move 3: Taunt / Substitute
move 4: Destiny Bond / Protect / Hypnosis
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 60 SpD / 200 Spe

[SET COMMENTS]

Set Description
=========

Just like the utility set, this set intends to trap special walls like Blissey, Snorlax, and Celebi, but instead through the surprise use of Mean Look + Perish Song. The generic idea is to trap the wall with Mean Look, use Perish Song, either wait it out or switch to Dugtrio to continue the trap, and then switch out for the KO. If Gengar is kept alive, one can even use Perish Song a second time as Gengar is KO'd,(RC) KOed and use Substitute Dugtrio for a second follow-up KO.

Taunt prevents the opponent from phazing or using status moves,(RC) and should be used with Destiny Bond to force the opponent into using an attacking move. Substitute tends to be used with Protect to retain as much HP as possible while the Perish Song counter is running. Destiny Bond is supposed to be used as a last resort when Gengar has taken out something and lacks the HP for another trap. Hypnosis is a high-risk high-reward option that has general utility and can preserve Gengar's HP if it hits but otherwise costs Gengar its life.

The EVs are tailored to outspeed maximally invested base 100 Speed 100 Pokemon like Timid Zapdos and Jolly Choice Band Salamence with maximum Speed investment in order to nail Taunt and Destiny Bond, while maximum bulk otherwise HP investment helps to live attacks like defensive Celebi's Psychic and minimize damage from Blissey's Ice Beam, Snorlax's Shadow Ball, and Heracross's Rock Slide. Just like the defensive set, Gengar's EVs are versatile here. One could go for a spread that guarantees living Pursuit Tyranitar under Sand,(AC) so that Destiny Bond is not ruined by Sand sand, at the expense of physical bulk that is helpful in taking Snorlax's Shadow Ball,(RC) or Speed. A spread that satisfies the former condition is 168 HP / 164 SpD / 176 Spe, while one that provides for the latter 248 HP / 44 Def / 112 SpD / 104 Spe.

Team Options
========

Substitute Dugtrio is an important partner to this Gengar, as Substitute allows Dugtrio to take over from Gengar in extending trap turns for Perish Song to take effect. Note that Dugtrio can still carry Choice Band,(RC) and replace Rock Slide with Substitute, since everything Dugtrio traps are is hit hard by Dugtrio's its other moves. Apart from that, specially-oriented teammates from the utility set all apply. Offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou,(RC) as well as Rain rain users like Kingdra and Ludicolo all benefit from the removal of special walls.

[STRATEGY COMMENTS]

Other Options
=============

Dynamic Punch is a risky move that has huge upsides when Gengar is staring in the face of facing Pursuit Tyranitar, but its accuracy makes it highly unreliable. Thief can be used to slowly chip at special walls, but the constant pressure of Will-O-Wisp + Taunt or the immediacy of Explosion makes it hard to justify its use. Focus Punch can be a choice on the all-out attacker set to take down an unsuspecting Blissey or Tyranitar.

Checks and Counters
===================

There are very few definite checks and counters to Gengar, and the most prevalent Gengar checks are defensive Pokemon. However, offensive teams can try their best to trade humongous amounts of damage in return for taking Will-O-Wisp from Gengar, use Lum Berry on the most burn-prone Pokemon that is weakest to burn like Metagross and Tyranitar, and try not to let Gengar in at all.

**Natural Cure**: Blissey and Celebi both pivot in to Will-O-Wisp with the intention of encouraging Gengar to switch out by chipping it with Ice Beam or the threat of Psychic, respectively,(AC) and healing the status away with Natural Cure. Of the lot, Blissey is the most robust; its Normal-type does not allow Gengar to take any advantage of it with its elemental coverage. Celebi is more susceptible to Gengar's coverage, but it is usually able to survive Will-O-Wisp and two Ice Punches off if it's using the defensive set to 2HKO back with Psychic. Making the right reads, however, is crucial to prevent too many exploits by physical threats that follow up from Gengar. Starmie gets 2HKO'd 2HKOed by Thunderbolt and only OHKOes Gengar after some chip damage, but it can still act as a one-time pivot. Refresh users are less reliable against Taunt Gengar but also act similarly if push comes to shove. Swampert can deal with Gengar lacking Grass-type coverage moves,(RC) and Milotic can try to wrestle against Gengar lacking Electric-type coverage.

**Pursuit**: Pursuit Tyranitar is the bane of Gengar's existence, forcing the Gengar user to make decisions on the decision between staying in to wrestle Tyranitar,(RC) or switching out and taking take a huge chunk and or possibly getting KO'd KOed. Pursuit Tyranitar is best at taking out defensive Gengar. It is not a reliable trapper,(AC) however, as it does not OHKO defensive Gengar, and Dugtrio might be waiting behind. Gengar may also end up on the winning end by inflicting a burn and hitting Tyranitar with a Grass-type coverage move,(AC) if Tyranitar chooses to Pursuit while Gengar stays in. Offensive Gengar might also be able to beat Tyranitar by using Hidden Power Grass or Hypnosis on the switch and outplaying Tyranitar. Pursuit Umbreon has a little more longevity with Wish and can burn Gengar back with Synchronize, but it is rarely used because its passivity allows Metagross and Skarmory to come in freely. Pursuit Houndoom is able to OHKO Gengar with good odds, but it is rather frail, susceptible to the Dugtrio trap, and it offers almost no defensive utility otherwise. Metagross can scare the opponent with Psychic and catch Gengar with Pursuit on the switch &mdash while retaining the wallbreaking properties of Mixed Metagross &mdash ,(AC) but it needs a one-time Will-O-Wisp pivot on the team,(AC) as it too is not anywhere close to OHKOing Gengar with Pursuit.

**Electric-types**: Electric-types can threaten Gengar either with Thunder Wave or a 2HKO with Thunderbolt. Jolteon is by far is the most reliable Gengar check among the Electric-types, as it does not suffer a weakness against any of Gengar's coverage moves, and,(AC) since it's a fast specially offensive Pokemon that relies more on its Speed rather than its bulk to win games,(AC) it does not fear Will-O-Wisp too much as it is a fast specially offensive Pokemon that relies more on its speed than bulk to win games. However, it will still be worn down by the burn over time. Magneton can deal with Gengar lacking Fire Punch and notably resists Explosion. Zapdos can reliably deal with Gengar lacking Ice Punch, but short of that, it will require pivoting in on a move other than Ice Punch,(RC) and will have to either rely on its speed Speed or good reads to neuter Gengar.

**Fire-types**: Unrevealed Moltres and Charizard serve as offensive checks to Gengar by pivoting into Will-O-Wisp. Moltres can then threaten to OHKO Gengar with Overheat. Charizard either outspeeds Gengar and hits it hard with Fire Blast,(RC) or survives Thunderbolt to OHKO it with a Blaze-boosted Fire Blast.

**Guts**: Guts users like Heracross — especially the Hidden Power Ghost variant — and Machamp,(RC) can act as one-time pivots into Gengar's Will-O-Wisp, or simply come out in the game before Gengar in an attempt to trade it down.

**Offensive Special Checks**: Snorlax and Regice can take a few hits from offensive Gengar's coverage moves. Snorlax, however, does not appreciate getting burnt burned. Regice's Special Attack stat is unaffected by the burn, but sending Regice in to take the burn is still not ideal,(AC) as Explosion is going to do a miserable amount of damage as a result.

[CREDITS]
- Written by: [[vapicuno, 5454]]
- Quality checked by: [[pasy_g, 61664], [Triangles, 118250]]
- Grammar checked by: [[Milak, 262594], [, ]]

 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Past WCoP Champion
Moderator
Implemented all changes except the below
**Natural Cure**: Blissey and Celebi both pivot in to Will-O-Wisp with the intention of encouraging Gengar to switch out by chipping it with Ice Beam or the threat of Psychic, respectively,
by which I meant that Celebi may sometimes not have Psychic but be able to pull off a safe bluff. Will appreciate better ways of phrasing this if you have one.
 

Rabia

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a CAP Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Moderator
GP & NU Leader
add remove comments
[OVERVIEW]

Gengar is a centralizing threat in
the ADV OU metagame with amazing versatility. It boasts high Special Attack and Speed, which are both integral to its utility and offensive roles. In addition, one would be mistaken to assume that it is a glass cannon based on its poor defensive stats. It has immunities to Normal-, Ground-, and Fighting-type attacks (RC) and a resistance to Bug-type attacks, providing it with an abundance of opportunities to pivot in on mixed and physical variants of Salamence, Heracross, Snorlax, Swampert, Flygon, Gyarados, Aerodactyl, and Body Slam Jirachi. It even gets opportunities to pivot in on Toxic. Gengar also has very few weaknesses that aren't widely distributed, making its selection of checks highly specific.

One of Gengar's greatest assets is its ability to
block Rapid Spin through its Normal immunity, hence spinblock allowing Spikes to remain on the field. Another major boon to Gengar is its unique set of utility moves, which almost no Pokemon is completely able to shrug off; in particular, Will-O-Wisp severely threatens every non-Fire-type without Natural Cure,(AC) and even those that do get their recovery shut down by Taunt, making Gengar highly effective at pressuring passive Pokemon like Blissey and Milotic too. Offensively, Gengar's selection of coverage moves allows it to be an effective sweeper with Spikes support. As a dedicated Blissey lure, Gengar can even use Mean Look + Perish Song or Explosion in conjunction with Dugtrio, enabling special offense (this phrase means nothing to me, please be more specific).

While Gengar has many strengths, its propensity to be trapped, lack of STAB moves, and slight frailty hold it back. Pursuit Tyranitar OHKO
es any Gengar that isn't properly EV trained to survive it. The lack of STAB moves but an abundance of coverage means that Gengar is not suited for consistently firing off strong neutral hits early-game, but although it gets exponentially better with Spikes. Its low defensive stats can somewhat be compensated for through EV investment, but at the expense of a crucial amount of Speed.

[SET]
name: Defensive
move 1: Will-O-Wisp
move 2: Taunt / Explosion
move 3: Thunderbolt
move 4: Ice Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 44 Def / 8 SpA / 112 SpD / 96 Spe

[SET COMMENTS]

Set Description
=========

Defensive Gengar is most commonly used on teams that use indirect damage from sand and Spikes, and they are canonically referred to as Toxic, Sandstorm, and Spikes (TSS) teams. This
Gengar's set maintains pressure on both defensive and offensive Pokemon with a well-balanced combination of utility and coverage moves. Will-O-Wisp stings everything bar Fire-types and Natural Cure Pokemon. On the anti-offense side, it completely invalidates physical threats like Metagross, Tyranitar, and Snorlax. On the stallbreaking side, it turns the long game from an asset into a liability by ensuring that defensive Pokemon like Skarmory, Swampert, and Jirachi lose HP the more turns they stay in. Even Natural Cure Pokemon like Blissey and Celebi don't exactly gain momentum on Gengar, as the added Spikes damage frequently forces them to make an attempt at recovering.

That's where Taunt comes in. Taunt provides additional pressure by preventing Blissey (RC) and,(AC) if you're daring, Celebi from healing up, keeping them perpetually at low HP throughout the game. Taunt also maintains pressure on passive Pokemon by denying Swampert, Milotic, and Claydol from using Refresh and disallowing Suicune and Snorlax from using Rest. Taunt also allows Gengar's switch target teammates to come in without fear of status effects. Defensively, Taunt is also an emergency measure that prevents Dragon Dance Tyranitar and Calm Mind Jirachi from setting up and sweeping. Explosion is a slightly riskier and more targeted option than Taunt. Instead of playing the patient game with Taunt, Explosion seeks to blow through Blissey when the time is right for a sweeper at the back like Starmie, Zapdos, offensive Suicune, or offensive Jirachi. Explosion also helps to hammer through Zapdos + Celebi specially defensive cores, take out Claydol after an Ice Punch, thereby retaining Spikes for the rest of the game, as well as and ending the turn to prevent the foe from setting up just like Taunt and enabling a Dugtrio trap. Although a rare choice, Destiny Bond can be used to lure in and remove Claydol more reliably, and also to remove key offensive threats.

Thunderbolt and Ice Punch provide neutral coverage
to for most of the metagame. In particular, Thunderbolt helps Gengar deal with the likes of Starmie trying to muscle through Gengar it to get a Rapid Spin off, allows Gengar it to beat Moltres and defensive Suicune in a one-on-one scenario, and lets it check Gyarados. Ice Punch deals with hovering Spikes-immune threats that Spikes leaves unscathed, namely Zapdos, Salamence,(AC) and Flygon, while providing the extra pressure against Celebi. Note that with Ice Punch, Gengar is one of the rare mixed Salamence pivots and can even offensively check Dragon Dance Salamence with the right EVs. Occasionally, Explosion can be used over Thunderbolt or Ice Punch as a sacrificial check-all stop (wasn't sure on a replacement noun, but "check-all" wasn't doing it for me here) against spinners and special walls.

Fire Punch and Giga Drain are alternatives coverage moves. They are, however, less commonly seen, as Gengar would then be completely walled by Moltres and Charizard, it couldn't serve as a reliable check against Salamence, and it would be forced out by Zapdos. Notably, though, Giga Drain provides Gengar with an opportunity to wrestle Pursuit Tyranitar
in a 1v1 scenario one-on-one, especially with the aid of Will-O-Wisp and Spikes, and it improves the matchup against Claydol by healing off the damage from Psychic, turning it into a 3HKO instead. While the inability to hit Zapdos and Moltres hard may be seen as a weakness, this coverage combination may instead be used as a way to lure in and remove them through Explosion.

There are actually multiple appropriate EV spreads for defensive Gengar. The listed EV spread allows Gengar to switch out in the face of Tyranitar's Pursuit without getting KOed in sand (RC) and to survive Salamence's boosted Hidden Power Flying and Gyarados's boosted Hidden Power Flying in sand, all while outspeeding Timid Moltres. An alternate EV spread of 248 HP / 60 SpD / 200 Spe allows Gengar to survive Tyranitar's Pursuit Tyranitar, which equates to about a half chance of living surviving it in sand, while surviving and boosted Hidden Power Flying from Salamence half the time and being able to outspeed in addition to outspeeding Timid Zapdos, Jolly Salamence, maximum Speed Tyranitar with a neutral nature after a Dragon Dance, and even some Adamant Dugtrio that forgo Speed investment. Don't underestimate the value of a Gengar kept alive around only to get KOed by sand as it comes in; it provides an extra turn to block Rapid Spin (RC) spinblock and can be used sacrificially to bring a threatening sweeper like Aerodactyl in. A spread of 168 HP / 164 SpD / 176 Spe guarantees to live surviving Tyranitar's Pursuit in sand while offering virtually no protection against Salamence, yet maintaining the Speed advantage over Timid Zapdos and Jolly Salamence. This spread also allows it to survive Aerodactyl's Rock Slide under sand. Keeping Preserving Gengar alive under sand even after taking Pursuit can be extremely helpful when one has Dugtrio to trap Tyranitar, and especially if one faces Forretress.

Against stall teams, defensive Gengar should be used to play a patient game of constant pressure by keeping the opponent's special walls in a perpetual recover loop through Spikes, Will-O-Wisp, and Taunt. This creates multiple opportunities for a physical threat like Tyranitar to exert pressure
on the physical side and eventually force either the physical or special walls to crumble, from which allowing one's sweeper can to take over. Against offensive teams, defensive Gengar can pivot in by exploiting its plethora of immunities and resistances to fire off Will-O-Wisp (RC) given and punish their lack of status removal options, and keeping Gengar healthy might be all that is needed to stave off a late-game threat.

Team Options
========

Defensive Gengar mostly belongs on TSS teams. A Spiker is almost mandatory to exploit Gengar's ability to
block Rapid Spin spinblock and force switches. The Spiker of choice is Skarmory most of the time, but on more offensive teams it can be Cloyster. To help the Spikes damage stick, Tyranitar is also frequently used as a partner. In particular, bulky physical Tyranitar is the best set at exploiting Spikes, as it easily comes in on Blissey and forces it to switch after Gengar has prevented Blissey from recovering. Other mid-game Spikes abusers attackers that appreciate Spikes and that benefit from Gengar's spinblocking support are Moltres and perhaps even Zapdos. Finally, Gengar enables generic late-game sweepers like Starmie and Aerodactyl to sweep.

This Gengar set generally intends to play the long game
(RC) and does not immediately threaten special threats like Jolteon, Zapdos, and Moltres, so robust special walls that also act as status absorbers like Blissey and Celebi are good partners. Defensive Jirachi can also act as a special wall that keeps Gengar alive healthy with Wish. Occasionally, Gengar is used with Jolteon (RC) where Gengar is valued for its ability to keep Blissey pressured in the absence of a more oppressive check like Metagross, and it makes the best use of its defensive abilities against Salamence on a team where a defensive backbone is lacking. Swampert is a staple in TSS style teams due to its immunity to sandstorm, but Explosion Gengar can easily enable a Suicune sweep instead, where the role of Rock-resistance is relegated to defensive Jirachi is the Rock resistance.

Sometimes, this Gengar is paired with Dugtrio, where
either Gengar brings the special walls and status absorbers to such a low HP that Dugtrio can essentially remove them (RC) or Gengar it simply dents them with Explosion for Dugtrio to finish them. There are two ways to proceed from here; with a standard Tyranitar lineup, the remaining team can be outstalled by TSS due to the elimination of the status pivot absorber. Alternatively, this Gengar can also be used on a team that drops Tyranitar in favor of a special threat, which has now been allowed free rein by the elimination of the special wall. Dugtrio can also potentially remove Pursuit Tyranitar or at least weaken it to a level point where it is no longer a threat to Gengar.

[SET]
name: Offensive
move 1: Thunderbolt / Fire Punch
move 2: Ice Punch
move 3: Hidden Power Grass
move 4: Explosion / Hypnosis / Fire Punch
item: Leftovers
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

Set Description

=========

Offensive Gengar is intended to be a mid- or late-game sweeper. With its vast
elemental coverage options, it can easily take out teams that have been weakened by Spikes with its super effective hits. The first move is the coverage for Skarmory. Thunderbolt is a generally Gengar's strongest move, hitting most grounded targets neutrally, and it gives Gengar a way to hit Suicune, Starmie, Moltres, Charizard, and Gyarados really hard. The ability to threaten offensive Starmie with an almost assured OHKO under sand is notable, because it allows Gengar to switch in on an anticipated Rapid Spin and force Starmie out. Fire Punch is an alternative option that helps to take out metagame staples such as Metagross and Jirachi,(RC)(remove both the comma and the comment you left in) while also hitting Magneton and Heracross, which may wall Gengar in spite of their frailty. However, using Fire Punch comes at the cost of being walled by Fire-types and Gyarados.

As Spikes only affects grounded Pokemon, Gengar needs Ice Punch to exert pressure on all non-grounded threats. Ice Punch OHKOes Salamence, allowing Gengar to pivot into the mixed variant safely and prevent the Dragon Dance variant from sweeping. Ice Punch 2HKOes Zapdos
(RC) but usually it simply threatens to OHKO it after taking a hit from Swampert, Suicune, Zapdos, or Metagross mid-game. Celebi can also be brought into 2HKO range should it take any residual damage. Offensive Gengar is therefore great at tearing up Zapdos + Celebi specially defensive cores. Ice Punch is also very important for putting pressure on Claydol, as it scores a clean 3HKO on 252 HP / 0 SpD Claydol; while Claydol is unable to 2HKO Gengar, catching it with Ice Punch on the switch guarantees that Claydol will not get the opportunity to force Gengar out and use Rapid Spin. Finally, Ice Punch also allows Gengar to OHKO Dugtrio and Flygon.

A Grass-type move, most commonly Hidden Power Grass, is necessary to stop two of the tier's most common Pokemon, Swampert and Tyranitar, from completely walling Gengar. It comes very close to OHKOing Swampert and 2HKOing Tyranitar, and this again is where Spikes really helps. Pursuit Tyranitar is heavily pressured once it is put in 2HKO range
(RC) because it loses if it tries to use Pursuit while Gengar boldly stays in to attack. Giga Drain can sometimes be used in place of Hidden Power Grass for healing Gengar.

The last slot is usually dedicated to a move that helps Gengar
to maintain momentum. Explosion takes out Pokemon that Gengar is just short of KOing with a coverage move, notably Claydol, Zapdos, Celebi, and Starmie, and it does a chunk to Blissey and Snorlax. It also chips and ends the turn on Dragon Dance Tyranitar and Calm Mind Jirachi, denying their opportunity of setting up with the prospect of a follow-up KO. Hypnosis invalidates Gengar's checks, and many teams have only one of them. It can totally turn the tables on Claydol and Pursuit Tyranitar, whose teams are already weak to Spikes and Gengar. Landing Hypnosis can be a complete disaster for the opponent, but missing it can also be tragic, as offensive Gengar is very frail. Hypnosis is thus best used on an expected switch.

Maximum Special Attack EVs are used to minimize the amount of chip damage needed
on the opponent before Gengar starts wreaking havoc. Maximum Speed investment is never a bad idea on offensive Pokemon to force Speed ties, but technically, only 216 Speed EVs are needed to outspeed the next fastest Pokemon, Adamant Dugtrio. If that is chosen, investing the remaining EVs in HP gives Gengar better odds to survive defensive Swampert's Torrent-boosted Hydro Pump, defensive Starmie's Psychic, and Heracross's attacks in general, but one could also just put them into Attack for the extra sting on Explosion.

Bring Gengar in on free turns after Spikes has been laid and when it can force a switch, especially when the opponent's team has been chipped across the board. The best situation either forces the opponent to sacrifice the Pokemon on the field or induces chip from Spikes and the first hit on the incoming Pokemon, putting the pivot into range of another coverage move
in a snowball effect.

Team Options
========

Spikes is pretty much mandatory
on with this set, as Gengar's lack of a STAB attack forbids it from hitting hard early-game, yet its versatile coverage becomes immensely more threatening when the opponent's team is uniformly chipped and unable to safely pivot around without taking even more damage. Therefore, Cloyster and Skarmory are prime candidates as partners. Cloyster in particular deserves a mention because its offensive pace is more well-matched to better suited for offensive Gengar, and its Explosion or Surf can put a severe dent into Metagross or Tyranitar, bringing them further into Gengar's KO range. Naturally, fast phazers like Jolteon and Zapdos go well on offensive Spikes teams for racking up Spikes damage early-game on grounded bulky Pokemon. As offensive Gengar has no immediate answers to Blissey, Metagross could be an important pivot, especially if one is not using bulky physical Tyranitar. To set up for the sweep, Gengar appreciates other offensive partners that chip Zapdos mid-game such as offensive Swampert and Suicune. Finally, Gengar can also pave the way for an offensive Starmie, Jirachi, or Suicune to sweep, all of which take delight in bringing down the Pokemon that Gengar has already chipped (RC) or,(AC) in the case of Blissey and Snorlax, damaged with Explosion. Aerodactyl is also a great physically offensive partner, as desperate opponents are frequently very willing to trade away their bulky pivots to Aerodactyl,(AC) like Tyranitar, Metagross, Jirachi, and Suicune,(AC) to remove Gengar.


you are very competent as a writer, but I would appreciate it if your future work was not the length of a standard college essay. gp 1.5/2 when done because otherwise I'd die from exhaustion; either me or another gper will finish the 2/2 check

a lot of the edits here are to shorten the prose, but if you think original meaning was negatively affected somewhere let me know over discord so we can work that out
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Past WCoP Champion
Moderator
Gp 1.5 done! Will try to cut the fluff next time. Cheers
 

Rabia

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GP & NU Leader
[SET]
name: Utility
move 1: Hypnosis / Will-O-Wisp / Mean Look
move 2: Explosion / Destiny Bond
move 3: Ice Punch / Taunt / Explosion / Focus Punch
move 4: Thunderbolt / Taunt / Will-O-Wisp / Mean Look
item: Leftovers
ability: Levitate
nature: Hasty
evs: 168 HP / 164 SpD / 176 Spe

[SET COMMENTS]

Set Description
=========

This set is used mostly as a lead or early-game Pokemon on
Spikeless non-Spikes specially offensive teams to harass the opponent as much as possible with status moves before attempting to sacrifice itself to take out a special wall. If the set looks like a mess, it's because this Gengar's moves are truly versatile and,(AC) to some extent, team dependent(RH). This Gengar works best in a position where it keeps its opponent guessing its moveset and eventually springs some surprises.

Hypnosis fits nicely on the specially offensive teams. Due to
the their fast pace of such teams, it is highly likely that a Pokemon put to sleep never wakes up throughout the game, and even if a Natural Cure Pokemon is put to sleep, the opponent is still highly pressured to switch out to avoid Explosion. Regardless of the opponent's choice, sleep also provides an opportunity for a partner like Choice Band Metagross to get a free switch in. Will-O-Wisp threatens to burn Metagross, Tyranitar, and Jirachi, allowing Gengar to more easily lure out the special walls. Note that nothing in principle is stopping the use of Hypnosis and Will-O-Wisp together; it is well and valid. Mean Look is a good option for teams that are highly reliant on Gengar to nail the Blissey trap, eliminating the risk of using Explosion on an irrelevant target.

The second move is generally the move Gengar uses to force a trade. Explosion is the most common choice, as it eliminates any uncertainty of getting into a move's KO range and critical hits or secondary status effects, with a definite KO on the follow up by Dugtrio.
(I do not understand this sentence) Destiny Bond, however, allows Gengar to take out a range of offensive threats and act as a secondary measure to completely remove the special wall if Dugtrio has been taken out. It also removes Pursuit Tyranitar, giving rain users free rein. Again, nothing is stopping one in principle from using both Explosion and Destiny Bond.

Taunt has a variety of applications.
(semicolon -> period) it It stops Skarmory from laying Spikes, and Skarmory is frequently willing to do so on the assumption that this Gengar in a lead position indicates a specially offensive team at the back, against which Skarmory is not necessarily helpful against and would gladly absorb Hypnosis. Furthermore, It prevents Refresh users from healing away the burn and also keeps the momentum on one's side by preventing Blissey from firing off Thunder Wave. Having this momentum also allows Gengar to play more safely and time the Explosion at a moment when the opponent is more highly pressured. Finally, Taunt also prevents the opponent from setting up and also stops Suicune and Snorlax from Resting using Rest.

Ice Punch and Thunderbolt are coverage moves that hit most of the metagame neutrally. However, they are not mandatory, as this Gengar tends not to be used to sweep but create problems with its utility moves and force early-game exchanges. In fact, since the opponent is also usually going to assume that an unrevealed Gengar moveset is going to contain attacking moves, having a third utility move can sometimes be a nasty surprise. Focus Punch can catch Blissey and Pursuit Tyranitar off guard. It
also encourages Blissey to stay in and recover, making the use of Mean Look and Explosion more reliable, (period -> comma) It also and puts Tyranitar in range of Gengar's coverage move.

Just as the defensive set, there There (cross-referencing sets = no) are multiple appropriate EV spreads for Gengar. The given spread allows it to put Bold Blissey into range of Dugtrio's Earthquake with Explosion while letting it survive Tyranitar's Pursuit in sand and outspeeding all base 100 Speed Pokemon like Zapdos and Salamence with Speed investment. Alternatively, one could go for an even more offensive spread of 96 Atk / 160 SpA / 252 Spe not just to do generally more damage (RC) but also to put most Snorlax into range of Dugtrio's Earthquake. Focus Punch sets might prefer the even more physically aggressive spread of 184 Atk / 124 SpA / 200 Spe to ensure that maximum HP Tyranitar gets KOed with the follow-up coverage move. One could go for the more physically defensive spread by using a Timid nature with of 248 HP / 52 Atk / 112 SpD / 96 Spe EVs with a Timid nature for an almost similar benchmark on Blissey, except this set is only fast enough to outspeed Timid Moltres. If one is willing to accept the small probability of a Maximum maximum HP (?) Blissey surviving both Dugtrio and Gengar (RC) or is using Destiny Bond instead of Explosion, then using a Timid nature with any of the EV spreads in the defensive set is also fine.

Team Options
========

Dugtrio is the most common partner to this Gengar. It follows up after Gengar's Explosion to KO special walls like Blissey, Snorlax, Celebi, and Jirachi while also removing Pursuit Tyranitar for Gengar, or together with Gengar, for the sake of setting up rain. This combination opens the door for a whole host of special threats,
(period -> comma) Examples include including offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou (RC) or and rain users like Kingdra and Ludicolo. Apart from providing special support, Gengar's Hypnosis also allows hard-hitting physical threats like Heracross and Choice Band Metagross to come in for free.

[SET]
name: Perish Trap
move 1: Mean Look
move 2: Perish Song
move 3: Taunt / Substitute
move 4: Destiny Bond / Protect / Hypnosis
item: Leftovers
ability: Levitate
nature: Timid
evs: 248 HP / 60 SpD / 200 Spe

[SET COMMENTS]
Set Description
=========


Just like the utility set, this This set intends to trap special walls like Blissey, Snorlax, and Celebi (RC) but instead through the surprise use of Mean Look + Perish Song. The generic idea is to trap the wall with Mean Look, use Perish Song, either wait it out or switch to Dugtrio to continue the trap, and then switch out for the KO. If Gengar is kept alive around, one can even use Perish Song a second time as Gengar is KOed and use Substitute Dugtrio for a second follow-up KO.

Taunt prevents the opponent from phazing or using status moves and should be used with Destiny Bond to force the opponent into using an attacking move. Substitute tends to be used with Protect to retain as much HP as possible while the Perish Song counter is running. Destiny Bond is supposed to be used as a last resort when Gengar has taken out something and lacks the HP for another trap. Hypnosis is a high-risk high-reward option that has general utility and can preserve Gengar's HP if it hits but costs Gengar its life
(not intuitive how Hypnosis ends up in Gengar fainting).

The EVs are tailored to outspeed base 100 Speed Pokemon like Timid Zapdos and Jolly Choice Band Salamence with maximum Speed investment in order to nail
them with Taunt and Destiny Bond, while maximum HP investment helps to live survive attacks like defensive Celebi's Psychic and minimize damage from Blissey's Ice Beam, Snorlax's Shadow Ball, and Heracross's Rock Slide. Just like the defensive set,(RC) Gengar's EVs are versatile here. One could go for a spread that guarantees living surviving Pursuit from Tyranitar under Sand (RC) sand so that Destiny Bond is not ruined by sand (RC) at the expense of physical bulk that is helpful in taking Snorlax's Shadow Ball or Speed. A spread that satisfies the former condition is 168 HP / 164 SpD / 176 Spe, while one that provides for the latter is 248 HP / 44 Def / 112 SpD / 104 Spe.

Team Options
========

Substitute Dugtrio is an important partner to this Gengar, as Substitute allows Dugtrio to take over from Gengar in extending trap turns for Perish Song to take effect. Note that Dugtrio can still carry Choice Band and replace Rock Slide with Substitute, since everything Dugtrio traps is hit hard by its other moves.
Apart from that, specially oriented teammates from the utility set all apply. (redundant with the next sentence---I think you're referring to the following sentence at least---and cross-references another set) Offensive Calm Mind users like Suicune, Celebi, Jirachi, and Raikou as well as rain users like Kingdra and Ludicolo all benefit from the removal of special walls.

[STRATEGY COMMENTS]
Other Options
=============

Dynamic Punch is a risky move that has huge upsides when Gengar is facing Pursuit Tyranitar, but its accuracy makes it highly unreliable. Thief can be used to slowly chip at special walls, but the constant pressure of Will-O-Wisp + Taunt or the immediacy of Explosion makes it hard to justify its use. Focus Punch can be a choice on the all-out attacker set to take down an unsuspecting Blissey or Tyranitar.

Checks and Counters
===================

There are very few definite checks and counters to Gengar, and the most prevalent Gengar checks are defensive Pokemon. However, offensive teams can try their best to trade humongous amounts of damage in return for taking Will-O-Wisp from Gengar, use Lum Berry on the Pokemon that
is are weakest to burn like Metagross and Tyranitar, and try not to let Gengar in at all.

**Natural Cure**: Blissey and Celebi both pivot into
(spacing) Will-O-Wisp with the intention of encouraging Gengar to switch out by chipping it with Ice Beam or threatening it with a potential Psychic, respectively, and healing the status away with Natural Cure. Of the lot, Blissey is the most robust; its Normal-type Normal typing does not allow Gengar to take any advantage of it with its elemental coverage. Celebi is more susceptible to Gengar's coverage, but it is usually able to survive Will-O-Wisp and two Ice Punches if it's using the defensive set to 2HKO back with Psychic. Making the right reads, however, is crucial to prevent too many exploits by physical threats that follow up from Gengar. Starmie gets 2HKOed by Thunderbolt and only OHKOes Gengar after some chip damage, but it can still act as a one-time pivot. Refresh users are less reliable against Taunt Gengar but also act similarly if push comes to shove. Swampert can deal with Gengar lacking Grass-type coverage moves, and Milotic can try to wrestle against Gengar lacking Electric-type coverage.

**Pursuit**: Pursuit Tyranitar is the bane of Gengar's existence, forcing the Gengar user to make the decision between staying in to wrestle Tyranitar or switching out and
take taking a huge chunk of damage or possibly getting KOed. Pursuit Tyranitar is best at taking out defensive Gengar. It is not a reliable trapper, however, as it does not OHKO defensive Gengar, and Dugtrio might be waiting behind. Gengar may also end up on the winning end by inflicting a burn and hitting Tyranitar with a Grass-type coverage move, if Tyranitar chooses to use Pursuit while Gengar stays in. Offensive Gengar might also be able to beat Tyranitar by using Hidden Power Grass or Hypnosis on the switch and outplaying Tyranitar. Pursuit Umbreon has a little more longevity with Wish and can burn Gengar back with Synchronize, but it is rarely used because its passivity allows Metagross and Skarmory to come in freely. Pursuit Houndoom is able to OHKO Gengar with good odds, but it is rather frail, susceptible to the Dugtrio trap, and it offers almost no defensive utility otherwise. Metagross can scare the opponent with Psychic and catch Gengar with Pursuit on the switch while retaining the wallbreaking properties of Mixed mixed Metagross, but it needs a one-time Will-O-Wisp pivot on the team, as it too is not anywhere close to OHKOing Gengar with Pursuit.

**Electric-types**: Electric-types can threaten Gengar
either with Thunder Wave or a 2HKO with Thunderbolt. Jolteon is by far the most reliable Gengar check among the Electric-types, as it does not suffer a weakness against any of Gengar's coverage moves, and, since it's a fast specially offensive Pokemon that relies more on its Speed rather than its bulk to win games, it does not fear Will-O-Wisp too much. However, it will still be worn down by the burn over time. Magneton can deal with Gengar lacking Fire Punch and notably resists Explosion. Zapdos can reliably deal with Gengar lacking Ice Punch, but short of that, it will require pivoting in on a move other than Ice Punch and will have to either rely on its Speed or good reads to neuter Gengar.

**Fire-types**: Unrevealed Moltres and Charizard serve as offensive checks to Gengar by pivoting into Will-O-Wisp. Moltres can then threaten to OHKO Gengar with Overheat. Charizard either outspeeds Gengar and hits it hard with Fire Blast or survives Thunderbolt to OHKO it with a Blaze-boosted Fire Blast.

**Guts**: Guts users like Heracross—especially the Hidden Power Ghost variant—and Machamp can act as one-time pivots into Gengar's Will-O-Wisp
(RC) or simply come out in the game before Gengar in an attempt to trade it down.

**Offensive Special Checks**: Snorlax and Regice can take a few hits from offensive Gengar's coverage moves. Snorlax, however, does not appreciate getting burned. Regice's Special Attack stat is unaffected by the burn, but sending Regice in to take the burn is still not ideal, as Explosion is going to do a miserable amount of damage as a result.

[CREDITS]
- Written by: [[vapicuno, 5454]]
- Quality checked by: [[pasy_g, 61664], [Triangles, 118250]]
- Grammar checked by: [[Milak, 262594], [, ]]

gp 2/2
 
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