QC 3/3 (dice, Sweep, Fireburn)
GP 2/2 (Snobalt, fleurdyleurse)
sprite describes its niche - sitting there
[OVERVIEW]
Giratina's extremely high defensive stats make it one of the bulkiest walls in the metagame. Its Ghost / Dragon typing proves useful against some common Pokemon such as Extreme Killer Arceus and Primal Groudon, though it also leaves Giratina with annoying weaknesses to Fairy- and Dark-type moves, both of which can be easily exploited. Its Ghost typing allows Giratina to be the bulkiest spinblocker around, but spinblocking rarely comes into play in a metagame filled with viable Defog users. Giratina's vulnerability to all entry hazards means that it can be worn down easily, especially when coupled with a lack of recovery. Giratina also has a small bonus of being a Pokemon viable on stall that cannot be trapped by Mega Gengar, though Mega Sableye also has this trait. Overall, Mega Sableye tends to fit on stall teams better than Giratina, but Giratina can wall many attackers that Mega Sableye is completely unable to.
[SET]
name: The Great Wall (Physically Defensive)
move 1: Will-O-Wisp / Toxic
move 2: Roar / Dragon Tail
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Pressure
nature: Bold / Impish
evs: 248 HP / 252 Def / 8 SpD
[SET COMMENTS]
Moves
========
Will-O-Wisp allows Giratina to check Extreme Killer Arceus, Mega Mewtwo X, and non-Refresh Mega Salamence. It also spreads residual damage through burns, preventing opposing Pokemon from easily taking advantage of Giratina. Toxic can be used instead, however, to punish support Arceus formes that can deal with being burned, while also catching Primal Groudon and Ho-Oh switch-ins that predict Will-O-Wisp. Roar can phaze incoming entry hazard setters and most setup sweepers that may try to accumulate enough boosts to break Giratina, such as Refresh Mega Salamence and Refresh Extreme Killer Arceus, and it can also punish overeager Geomancy Xerneas, making it waste its Power Herb. Dragon Tail is an alternative that allows Giratina to phaze a foe if Taunted and can nail incoming Latias, Latios, and other Dragon-types for good damage. Using Dragon Tail does come with the unfortunate consequence of being complete Xerneas bait, so use it with caution. Rest is Giratina's best form of recovery, and Sleep Talk can prevent a sleeping Giratina from giving free turns away if it is lucky enough.
Set Details
========
248 HP EVs and maximum Defense EVs allow Giratina to wall pretty much all physical attackers besides Swords Dance Ghost Arceus and Giratina-O while minimizing entry hazard damage. Use a Bold nature if running Roar and use an Impish nature if running Dragon Tail. Leftovers is very useful for Giratina when it comes to walling attackers, as it has no source of reliable recovery otherwise. Pressure is infinitely more useful than Telepathy, and it can actually prove useful against other stall teams, as they can be potentially Pressure stalled out of PP.
Usage Tips
========
Giratina fares excellently against most physical attackers if it's at full HP and should be switched in on them without fear. Use Rest when Giratina has been worn down, especially if it has been afflicted by Toxic. Avoid Fairy-types such as Xerneas and Klefki, as they can switch into Giratina easily, while Giratina cannot do much against them. Avoid staying in for too long, as Giratina will attract many threats that it cannot deal with after it has forced out a physical attacker. If Giratina is weakened and a Pokemon is looking dangerous, such as a boosted Mega Salamence, look to phaze the foe instead of hitting it with a status move, as it may punch holes into your team or outright sweep your team if Giratina is not able to stop it. Giratina can act as a one-time switch into Primal Kyogre if at full HP, but it is not a consistent check, as Primal Kyogre will overwhelm Giratina in the long run. Giratina has an excellent matchup against teams utilizing the Tyranitar and Excadrill combination, as Giratina can completely stop Excadrill.
Team Options
========
Giratina can only viably fit stall teams, as balanced and offensive teams cannot afford the momentum loss that Giratina brings after it comes in. Answers to Fairy-types such as Xerneas and Klefki are essential as Giratina cannot do anything other than phaze them, with the best answer that can fit stall being Primal Groudon. Clefable can be a great partner, as it can check most Dark-types barring Sludge Bomb Darkrai, while also checking Calm Mind Arceus formes that might be able to break through Giratina. Blissey makes for a great partner, as it can handle most special attackers that Giratina cannot, while Giratina easily handles the physical attackers that try to take advantage of Blissey, such as Mega Lucario or Primal Groudon. Blissey can also pass large Wishes to Giratina thanks to its huge HP stat. Tyranitar can provide an answer to Dark-types if running Low Kick and can also check Ghost Arceus. Entry hazard setters are great to have, as Giratina can force many switches, dealing residual damage in the process. Using Primal Groudon as the Stealth Rock setter gives Giratina more breathing room when checking Ho-Oh. Using a Spikes setter such as Ferrothorn can also pressure switch-ins, allowing the team to slowly win the war of attrition.
[STRATEGY COMMENTS]
Other Options
=============
A specially defensive set is an option that can check Calm Mind Arceus formes, but many special attackers in Ubers are strong enough to overpower Giratina through super effective STAB moves. Primal Groudon, Blissey, and to some extent Clefable generally outclass Giratina's specially defensive set. Thunder Wave is another status option that annoys all of Giratina's switch-ins, but this makes Giratina extremely passive, effectively dealing no damage and posing little threat. Defog is a possibility, but the lack of reliable recovery and weakness to all entry hazards leaves Giratina with no room to Defog, and this is especially true when trying to Defog against offensive teams. Hex can be used as an offensive move, as the status ailments that Giratina can spread will boost Hex's base power to 130. This can still prove to be weak, as Giratina has a relatively low Special Attack stat and cannot afford to invest in it.
Checks and Counters
===================
**Fairy-types**: Fairy-types such as Xerneas, Clefable, Klefki, Mega Diancie, and Fairy Arceus are all able to switch into Giratina and threaten it with super effective STAB moves. Giratina is almost always forced out if it cannot phaze them on the switch. Xerneas and Clefable are especially good switch-ins, as they can both run cleric moves that cures all status afflictions that Giratina has inflicted. Mega Diancie is a complete counter to Giratina, as it has Magic Bounce to completely stop Giratina's moveset as well as being immune to Dragon Tail.
**Dark-types**: Dark-types such as Darkrai, Yveltal, and Dark Arceus can switch into Giratina and deal huge damage to it with their STAB attacks. Giratina can burn them on the switch, but it is forced out afterwards. Refresh Dark Arceus can switch in repeatedly and pose a serious threat.
**Dragon-types**: Dragon-types such as Latios, Latias, and Zekrom pose a huge threat if they can get a free switch into Giratina, but this can prove to be risky. Dragon Tail does decent damage to both Latios and Latias, and Zekrom takes a huge risk by switching in, as it can be burned as it comes in. Rayquaza and Mega Salamence are not as threatening, as Dragon-type STAB moves from either of them are fairly rare. Giratina-O is also a threat, as Shadow Force can 2HKO Giratina. Dragon Arceus can also 2HKO Giratina with Judgment.
**Ghost Arceus**: Ghost Arceus is one of the five Arceus formes that pose a significant threat to Giratina. The Swords Dance set is one of the few physical attackers that Giratina cannot handle, while the Calm Mind set can 2HKO Giratina with Judgment.
**Ice-types**: Ice-types such as Kyurem-W and Ice Arceus pose a large threat to Giratina. Kyurem-W can outright OHKO Giratina with either Draco Meteor or Ice Beam, while Ice Arceus will 2HKO with Judgment.
**Residual Damage**: Any form of passive damage, from sandstorm damage to Toxic damage to entry hazard damage, will eventually wear down Giratina. Giratina's lack of reliable recovery and susceptibility to all forms of entry hazards mean that it will be easily worn down while trying to check foes if there are entry hazards on the field. Giratina has Rest and Leftovers recovery to offset this, but it can't stay at full HP reliably over the course of a match, limiting its effectiveness.
GP 2/2 (Snobalt, fleurdyleurse)

sprite describes its niche - sitting there
[OVERVIEW]
Giratina's extremely high defensive stats make it one of the bulkiest walls in the metagame. Its Ghost / Dragon typing proves useful against some common Pokemon such as Extreme Killer Arceus and Primal Groudon, though it also leaves Giratina with annoying weaknesses to Fairy- and Dark-type moves, both of which can be easily exploited. Its Ghost typing allows Giratina to be the bulkiest spinblocker around, but spinblocking rarely comes into play in a metagame filled with viable Defog users. Giratina's vulnerability to all entry hazards means that it can be worn down easily, especially when coupled with a lack of recovery. Giratina also has a small bonus of being a Pokemon viable on stall that cannot be trapped by Mega Gengar, though Mega Sableye also has this trait. Overall, Mega Sableye tends to fit on stall teams better than Giratina, but Giratina can wall many attackers that Mega Sableye is completely unable to.
[SET]
name: The Great Wall (Physically Defensive)
move 1: Will-O-Wisp / Toxic
move 2: Roar / Dragon Tail
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Pressure
nature: Bold / Impish
evs: 248 HP / 252 Def / 8 SpD
[SET COMMENTS]
Moves
========
Will-O-Wisp allows Giratina to check Extreme Killer Arceus, Mega Mewtwo X, and non-Refresh Mega Salamence. It also spreads residual damage through burns, preventing opposing Pokemon from easily taking advantage of Giratina. Toxic can be used instead, however, to punish support Arceus formes that can deal with being burned, while also catching Primal Groudon and Ho-Oh switch-ins that predict Will-O-Wisp. Roar can phaze incoming entry hazard setters and most setup sweepers that may try to accumulate enough boosts to break Giratina, such as Refresh Mega Salamence and Refresh Extreme Killer Arceus, and it can also punish overeager Geomancy Xerneas, making it waste its Power Herb. Dragon Tail is an alternative that allows Giratina to phaze a foe if Taunted and can nail incoming Latias, Latios, and other Dragon-types for good damage. Using Dragon Tail does come with the unfortunate consequence of being complete Xerneas bait, so use it with caution. Rest is Giratina's best form of recovery, and Sleep Talk can prevent a sleeping Giratina from giving free turns away if it is lucky enough.
Set Details
========
248 HP EVs and maximum Defense EVs allow Giratina to wall pretty much all physical attackers besides Swords Dance Ghost Arceus and Giratina-O while minimizing entry hazard damage. Use a Bold nature if running Roar and use an Impish nature if running Dragon Tail. Leftovers is very useful for Giratina when it comes to walling attackers, as it has no source of reliable recovery otherwise. Pressure is infinitely more useful than Telepathy, and it can actually prove useful against other stall teams, as they can be potentially Pressure stalled out of PP.
Usage Tips
========
Giratina fares excellently against most physical attackers if it's at full HP and should be switched in on them without fear. Use Rest when Giratina has been worn down, especially if it has been afflicted by Toxic. Avoid Fairy-types such as Xerneas and Klefki, as they can switch into Giratina easily, while Giratina cannot do much against them. Avoid staying in for too long, as Giratina will attract many threats that it cannot deal with after it has forced out a physical attacker. If Giratina is weakened and a Pokemon is looking dangerous, such as a boosted Mega Salamence, look to phaze the foe instead of hitting it with a status move, as it may punch holes into your team or outright sweep your team if Giratina is not able to stop it. Giratina can act as a one-time switch into Primal Kyogre if at full HP, but it is not a consistent check, as Primal Kyogre will overwhelm Giratina in the long run. Giratina has an excellent matchup against teams utilizing the Tyranitar and Excadrill combination, as Giratina can completely stop Excadrill.
Team Options
========
Giratina can only viably fit stall teams, as balanced and offensive teams cannot afford the momentum loss that Giratina brings after it comes in. Answers to Fairy-types such as Xerneas and Klefki are essential as Giratina cannot do anything other than phaze them, with the best answer that can fit stall being Primal Groudon. Clefable can be a great partner, as it can check most Dark-types barring Sludge Bomb Darkrai, while also checking Calm Mind Arceus formes that might be able to break through Giratina. Blissey makes for a great partner, as it can handle most special attackers that Giratina cannot, while Giratina easily handles the physical attackers that try to take advantage of Blissey, such as Mega Lucario or Primal Groudon. Blissey can also pass large Wishes to Giratina thanks to its huge HP stat. Tyranitar can provide an answer to Dark-types if running Low Kick and can also check Ghost Arceus. Entry hazard setters are great to have, as Giratina can force many switches, dealing residual damage in the process. Using Primal Groudon as the Stealth Rock setter gives Giratina more breathing room when checking Ho-Oh. Using a Spikes setter such as Ferrothorn can also pressure switch-ins, allowing the team to slowly win the war of attrition.
[STRATEGY COMMENTS]
Other Options
=============
A specially defensive set is an option that can check Calm Mind Arceus formes, but many special attackers in Ubers are strong enough to overpower Giratina through super effective STAB moves. Primal Groudon, Blissey, and to some extent Clefable generally outclass Giratina's specially defensive set. Thunder Wave is another status option that annoys all of Giratina's switch-ins, but this makes Giratina extremely passive, effectively dealing no damage and posing little threat. Defog is a possibility, but the lack of reliable recovery and weakness to all entry hazards leaves Giratina with no room to Defog, and this is especially true when trying to Defog against offensive teams. Hex can be used as an offensive move, as the status ailments that Giratina can spread will boost Hex's base power to 130. This can still prove to be weak, as Giratina has a relatively low Special Attack stat and cannot afford to invest in it.
Checks and Counters
===================
**Fairy-types**: Fairy-types such as Xerneas, Clefable, Klefki, Mega Diancie, and Fairy Arceus are all able to switch into Giratina and threaten it with super effective STAB moves. Giratina is almost always forced out if it cannot phaze them on the switch. Xerneas and Clefable are especially good switch-ins, as they can both run cleric moves that cures all status afflictions that Giratina has inflicted. Mega Diancie is a complete counter to Giratina, as it has Magic Bounce to completely stop Giratina's moveset as well as being immune to Dragon Tail.
**Dark-types**: Dark-types such as Darkrai, Yveltal, and Dark Arceus can switch into Giratina and deal huge damage to it with their STAB attacks. Giratina can burn them on the switch, but it is forced out afterwards. Refresh Dark Arceus can switch in repeatedly and pose a serious threat.
**Dragon-types**: Dragon-types such as Latios, Latias, and Zekrom pose a huge threat if they can get a free switch into Giratina, but this can prove to be risky. Dragon Tail does decent damage to both Latios and Latias, and Zekrom takes a huge risk by switching in, as it can be burned as it comes in. Rayquaza and Mega Salamence are not as threatening, as Dragon-type STAB moves from either of them are fairly rare. Giratina-O is also a threat, as Shadow Force can 2HKO Giratina. Dragon Arceus can also 2HKO Giratina with Judgment.
**Ghost Arceus**: Ghost Arceus is one of the five Arceus formes that pose a significant threat to Giratina. The Swords Dance set is one of the few physical attackers that Giratina cannot handle, while the Calm Mind set can 2HKO Giratina with Judgment.
**Ice-types**: Ice-types such as Kyurem-W and Ice Arceus pose a large threat to Giratina. Kyurem-W can outright OHKO Giratina with either Draco Meteor or Ice Beam, while Ice Arceus will 2HKO with Judgment.
**Residual Damage**: Any form of passive damage, from sandstorm damage to Toxic damage to entry hazard damage, will eventually wear down Giratina. Giratina's lack of reliable recovery and susceptibility to all forms of entry hazards mean that it will be easily worn down while trying to check foes if there are entry hazards on the field. Giratina has Rest and Leftovers recovery to offset this, but it can't stay at full HP reliably over the course of a match, limiting its effectiveness.
[OVERVIEW]
name: Physically Defensive (The Great Wall)
move 1: Will-O-Wisp / Toxic
move 2: Roar / Dragon Tail
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Pressure
nature: Bold / Impish
evs: 248 HP / 252 Def / 8 SpD
[SET COMMENTS]
Moves
========
========
========
========
Other Options
=============
===================
- Absurdly bulky, but lacks the reliable recovery to utilize it efficiently
- Typing is usable but draws in many mons for free hazards or set up (see: Geomancy Xerneas)
- Weak to all entry hazards
- Spinblocking is a small niche, but rarely comes into play
- Still walls numerous threats such as Mega Salamence, Primal Groudon and Extreme Killer Arceus
- Stall mon that isn't Mega Gengar weak thanks to Ghost type mechanics, but Mega Sableye can outclass in this aspect
name: Physically Defensive (The Great Wall)
move 1: Will-O-Wisp / Toxic
move 2: Roar / Dragon Tail
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Pressure
nature: Bold / Impish
evs: 248 HP / 252 Def / 8 SpD
[SET COMMENTS]
Moves
========
- Wisp lets Giratina spread burns and check non-Refresh Mence, Extremekiller and Mewtwo-X
- Toxic punishes Defog users harder (see: Support Arceus) while also preventing free turns to opposing Primal Groudon / Ho-Oh that predict Wisp
- Roar is the failsafe phasing move, Dragon Tail hits incoming Dragon-weak mons like Latis and avoids the rare Taunt screwing the set
- Rest + Sleep Talk is Giratina's best recovery method, Rest can prevent Giratina being worn by status, Sleep Talk can prevent free turns given away if lucky enough
========
- Max HP + Def to wall nearly all physical threats barring SD Arceus-Ghost, rest in SpD
- Leftovers for extra recovery
- Pressure over Telepathy, Pressure stalling can prove useful vs other stall matchups
========
- Wall physical attackers, Giratina can switch into all of them with ease if full HP
- Rest when worn down, especially if Tina is Toxic'd, Sleep Talk when asleep
- Avoid Fairy-types like Xerneas and Klefki, Giratina is deadweight vs them
- Also avoid staying in too long, or Giratina will give up many turns just "sitting around"
- If Giratina is weakened and a boosted mon is about to tear through the team, phaze and do not status (make a judgment call)
- Giratina can be a one time switch into Primal Kyogre, after that Kyogre can overwhelm
- Giratina can excel against teams using both Tyranitar and Excadrill, keep an eye out for those matchups
========
- Should be noted that Giratina can only fit stall, as balance/offense cannot afford the momentum loss that Giratina will inevitably bring - stall can have a defensive backbone to support Giratina
- Fairy switch in - Primal Groudon, Clefable
- Answer to Darks - Tyranitar, Clefable can deal with most barring Sludge Bomb Darkrai, Blissey
- Hazard setters to pressure switches that Giratina can force and give more breathing room vs Ho-Oh - Primal Groudon, Ferrothorn, Dialga
- Defog, as Giratina is weak to all entry hazards
Other Options
=============
- Specially Defensive set - outclassed by Primal Groudon and to some extent Clefable
- Thunder Wave annoys many switch-ins, but leaves a very passive Giratina
- Defog
===================
- Fairy-types
- Dark-types
- Dragon-types
- Arceus-Ghost
- Ice-types
- Entry Hazards
- Residual Damage
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