PU Haunter

UberSkitty

Welcome to Funkyton
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Contributor to Smogon
QC: Megazard / Rip Yogi / Drum
GP: The Dutch PlumberJack / CyroGyro

haunter.gif


[OVERVIEW]

Haunter is an overall decent offensive threat, being able to serve as a wallbreaker with its Life Orb set or as a revenge killer with its Choice Scarf set. This is mostly thanks to its good base 95 Speed tier, which allows it to outspeed Pokemon such as Lilligant and Zangoose and Speed tie with Pokemon such as Jynx and Primeape. Base 115 Special Attack allows Haunter to even more reliably revenge kill such Pokemon or break through bulkier Pokemon such as Weezing and Tangela. Furthermore, Haunter’s good Ghost / Poison typing allows it to hit almost the entire metagame neutrally with STAB attacks and combines with Levitate to give Haunter three useful immunities in Ground, Normal, and Fighting. Haunter also has a vast utility movepool that includes moves such as Destiny Bond, Trick, Will-O-Wisp, and Substitute, which allows it to better handle its checks and support its teammates. Despite this, Dark-types are always a large problem for Haunter, as Skuntank resists both of its STAB moves while Spiritomb can bypass Substitute, and both can Pursuit trap Haunter or threaten it with Sucker Punch, although they do fear certain utility or coverage moves. Haunter's abysmal defenses leave it unable to switch into even most resisted hits, and it can be easily revenge killed by faster threats and priority users assuming it does not have a Substitute up. This also makes it tricky to use as a spinblocker, as it fears moves such as Hitmonchan's Ice Punch. Finally, Haunter faces competition from Oricorio-G, which boasts access to Calm Mind, better bulk, reliable recovery in Roost, and Dancer to give it an even better matchup against Lilligant.

[SET]
name: Life Orb
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Hidden Power Ground / Dazzling Gleam
move 4: Destiny Bond / Substitute
item: Life Orb
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Shadow Ball is Haunter’s main STAB move, hitting Pokemon such as Mesprit, Golurk, and Weezing for good damage. Sludge Bomb serves as Haunter’s secondary STAB move, which can hit Pokemon such as Clefairy and Alolan Exeggutor super effectively and supplies neutral coverage for certain Pokemon that do not mind Shadow Ball like Zangoose. Hidden Power Ground is specifically used to 2HKO Skutank on the switch. It can also hit foes such as Pawniard and Probopass for super effective damage. Dazzling Gleam provides coverage for other Dark-types like Spiritomb and Alolan Raticate, although it can still deal decent damage to Skuntank, especially if it's caught on the switch. Destiny Bond allows Haunter to take a foe down with it if it is KOed, ideally after it has been weakened a reasonable amount through means such as its Life Orb. It can also be used to eliminate Dark-types trying to Pursuit trap Haunter such as Spiritomb. Substitute is an alternative that allows Haunter to better take on faster foes that could otherwise come in to revenge kill it. It can also create mind games when facing Sucker Punch users such as Skuntank, but not Spiritomb. Will-O-Wisp is another option for the last slot, as it can be used to cripple physical foes such as Kingler. It is also another way for Haunter to play around Skuntank and Spiritomb, as it bypasses Sucker Punch and cripples them both, even allowing Haunter to barely take non-Black Glasses Jolly Skuntank’s Pursuit when switching out and potentially survive Spiritomb's too.

Set Details
========

252 EVs in Special Attack and a Life Orb allow Haunter to hit as hard as it can at the cost of taking some chip damage after each attack. 252 EVs in Speed alongside a Timid nature let Haunter outspeed Pokemon such as Zangoose and Calm Mind Oricorio-G while also Speed tying with other Pokemon with base 95 Speed like non-Choice Scarf Primeape and Leafeon. Levitate is Haunter’s only ability, giving it an immunity to Ground-type attacks, which can make Pokemon like Choice Band Mudsdale think twice before they lock themselves into Earthquake.

Usage Tips
========

Haunter can utilize its good STAB coverage to serve as a wallbreaker against foes such as Clefairy and Weezing. Furthermore, due to its high Speed, it can also serve as a revenge killer for foes such as Choice Specs Mesprit and unboosted Lilligant. However, if the opponent has a threat such as Skuntank or Spiritomb ready to switch in, Haunter can predict the switch and go for Hidden Power Ground or Dazzling Gleam instead to 2HKO it. However, stay aware that both cause mind games with their combination of Sucker Punch and Pursuit, although Spiritomb is less affected due to the fact that it can bypass Substitute. Therefore, another option is to make a double switch and have teammates weaken these foes until Haunter can KO. If they are brought in, Destiny Bond is an option that can take them down with Haunter if they are a threat to the rest of the team or if you predict them to take out Haunter with Pursuit. Destiny Bond can be similarly used against any other threat, ideally when Haunter is at low health. Substitute can be set up against passive Pokemon such as Clefairy or upon a forced switch like against Primeape Choice-locked into Close Combat. It can also be used to take advantage of attacks like Skuntank’s Sucker Punch or to scout for what move slower Choice item Pokemon such as Drampa will lock themselves into. Haunter should not be brought in expecting to take an attack due to its low defenses. However, it can switch into a predicted utility move, such as Golurk’s Stealth Rock, or a move it's immune to such as Zangoose's Facade, though it has to watch out for coverage from both. It can also be brought in through a slow pivot such as Mesprit or Lanturn.

Team Options
========

Fast Pokemon such as Floatzel and Lycanroc benefit from Haunter’s ability to weaken the opposing team, particularly bulkier foes such as Clefairy and Tangela, as it allows them to more easily clean up. Physical wallbreakers such as Aggron can break through special walls that Haunter can struggle against such as Audino and Articuno, while Haunter can help against physical walls such as Weezing and Torterra. Haunter most benefits from checks to Dark-types, especially Pokemon such as Calm Mind Clefairy, which can beat RestTalk Spiritomb one-on-one. Other Dark checks include Primeape and Hitmonchan, both of which can also lure in Pokemon such as Mesprit for Haunter. These Fighting-types appreciate Haunter’s ability to weaken or KO Spiritomb with Dazzling Gleam or Destiny Bond as well. Entry hazard setters such as Ferroseed, Crustle, Smeargle, and Shuckle appreciate Haunter’s immunity to Rapid Spin, which helps keep their hazards on the field. In return, Haunter benefits from the hazards, as Stealth Rock and Spikes can weaken foes while Sticky Web can slow down faster foes. Many of these hazard setters also appreciate Haunter’s ability to lure and weaken or potentially eliminate Skuntank, which is a common Defogger. Other Pokemon that are threatened by Dark-types such as Jynx and Alolan Raichu also benefit from this. Slow pivots such as Mesprit and Lanturn can help bring Haunter onto the field safely. Mesprit, on top of being another Pokemon that benefits from Skuntank being taken out, can also support Haunter with Stealth Rock and Healing Wish. Lanturn can also cripple foes with Toxic and serve as a check to Haunter revenge killers like Togedemaru and Swanna.

[SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Destiny Bond
move 4: Trick / Will-O-Wisp
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Shadow Ball, which can hit Pokemon like Oricorio-G and Alolan Raichu for super effective damage, serves as Haunter’s main STAB move. It can also hit Steel-types such as Alolan Dugtrio, which are immune to Sludge Wave. Sludge Wave is Haunter’s secondary STAB move, supplying super effective coverage for Pokemon such as Lilligant and Silvally-Fairy as well as hitting Pokemon that do not mind Shadow Ball such as Pyroar. Destiny Bond is for when Haunter is greatly weakened, as it allows Haunter to potentially take a threat down with it. However, Haunter does not appreciate being locked into it, especially since foes can use it as setup fodder. Trick is used to cripple bulky Pokemon that may try to switch in on Haunter, like Audino and Ferroseed, and gives Haunter potentially useful items such as Leftovers and Eviolite. Will-O-Wisp is an alternative that can cripple offensive Pokemon that may try to switch in against Haunter such as Kangaskhan and Togedemaru. It even allows Haunter to take a Pursuit from a non-Black Glasses Jolly Skuntank, and potentially Spiritomb, if switching out at full health.

Set Details
========

252 EVs in Special Attack and Speed, along with a Timid nature, allow Haunter to hit as fast and hard as it can. This Speed combined with a Choice Scarf allows Haunter to outspeed foes such as +1 Lilligant and Choice Scarf Mesprit while Speed tying with Pokemon like +1 Jynx and Choice Scarf Primeape. Levitate makes Haunter immune to all Ground-type attacks and Spikes.

Usage Tips
========

Haunter is best used as a revenge killer or late-game cleaner. However, Haunter can also utilize its good offensive typing to serve as an offensive check to various Pokemon such as Golurk, Alolan Raichu, and Tangela throughout the game. Haunter should be brought in after a teammate has been KOed or through a slow pivot such as Mesprit or Eelektross; due to its low bulk, Haunter should rarely be switched directly into an attack, even resisted ones. If switching into an immunity, it should still watch out for coverage such as Gurdurr’s Knock Off. Haunter similarly can be switched into a predicted harmless status move such as Clefairy’s Stealth Rock or Soft-Boiled, but it still has to watch out for moves like Thunder Wave. Lilligant is a Pokemon Haunter will often have to directly switch into on a predicted Quiver Dance, since +2 Lilligant is faster than Choice Scarf Haunter. Even then, however, Haunter has to watch out for Sleep Powder or even unboosted Giga Drain. When Haunter is brought in, stay aware of what checks the opponent has for it, as it will be locked into the same move until it is switched out. This is especially important if their switch-ins include Pursuit users such as Skuntank and Spiritomb, which can Pursuit trap Haunter with ease if they manage to come in when it is locked into a resisted move. If Dark-types pose a threat to the rest of your team, Haunter can use Destiny Bond in such situations. Destiny Bond can also be used to take out any other potential threats to the team or pick off a foe late-game if Haunter is weakened or has no more use. On the other hand, be careful when using Destiny Bond, as it can be exploited by the opponent and be a huge momentum drain. Watch out for any potential Choice Scarf users with naturally higher Speed such as Pyroar and Swanna, as they could otherwise lure Haunter in, thinking it can outspeed. If facing bulkier teams, in which case Haunter’s Choice Scarf is not needed, Haunter can use Trick to switch between moves and potentially cripple a foe in the process.

Team Options
========

Haunter works well on offensive and balance teams in need of a way to keep faster foes in check. Wallbreakers such as Aurorus and Kangaskhan can help weaken the opposing team before Haunter comes in to clean. They can also help against some walls that give Haunter trouble, such as Articuno and Audino, while in return Haunter can cripple Pokemon that wall them such as Munchlax and Regirock with Trick. Haunter also struggles against Dark-types, so checks to them such as Silvally-Fairy, Gurdurr, and Hitmonchan are vital. The latter two also appreciate Haunter’s ability to offensively check Psychic-, Fairy- and Ghost-types such as Mesprit, Mr. Mime, and Oricorio-G. Similarly, Water-, Rock-, and Ground-types such as Carracosta, Golem, and Mudsdale benefit from Haunter’s ability to check Grass-types such as Lilligant and Tangela. All three can serve as wallbreakers or provide Stealth Rock to weaken foes, depending on their set. The former two also value Haunter’s immunity to Fighting and Ground, although due to Haunter’s poor bulk, more reliable checks such as Mesprit are recommended. Mesprit can also support Haunter with Stealth Rock, Healing Wish, and a slow U-turn to help get Haunter onto the field safely. Other slow pivots include Eelektross and Probopass. Eelektross also has access to Knock Off, which can cripple Eviolite and Assault Vest users such as Ferroseed and Hitmonchan. Probopass also provides Stealth Rock and can help against Steel-types that Haunter potentially struggles against such as Pawniard and Ferroseed. Finally, Haunter can be run alongside other Pokemon that often use Choice Scarf such as Swanna, as this can create mind games for the opponent.

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

A Choice Specs set supplies Haunter with more power as a wallbreaker, although this set is much easier to Pursuit trap and this role is overall generally better performed by Life Orb variants, which also provide utility. A combination of Life Orb, Substitute, and Pain Split can be run as a means to weaken bulkier foes, giving Haunter a good matchup against bulkier teams while also supplying it with a form of recovery, which can especially useful due to Haunter's low HP stat. However, it is overall unreliable, as it leaves Haunter dependent on the amount of health the foe has remaining. Substitute can also be run alongside Disable to potentially stop Skuntank from using Pursuit or simply to immobilize Choice-locked Pokemon, although it is situational compared Haunter's other utility options. Disable can also be run with Protect for a similar effect while allowing Haunter to also switch out against Spiritomb, but it is even more situational otherwise. Reflect Type ideally removes Haunter’s weakness to Dark, serving as another way for Haunter to switch out against Pursuit users such as Skuntank. Despite this, Haunter still takes decent damage from Pursuit due to its low bulk, and it is still OHKOed by Black Glasses Spiritomb on the switch. Hex can be run over Shadow Ball on the Life Orb set, as it benefits from Will-O-Wisp and the potential poison from Sludge Bomb, which allows it to hit harder, although at the cost of less immediate damage. Haunter has access to various coverage options, such as Energy Ball and Hidden Power Fire, which allow it to hit Pokemon like Carracosta and Ferroseed. However, they have little usage outside of those select Pokemon, and Haunter prefers utility. Taunt allows Haunter to better handle certain bulky Pokemon such as Type: Null but is much more situational compared to its other utility options.

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

**Dark-types**: Dark-types such as Skuntank and Spiritomb threaten Haunter with their priority in Sucker Punch and ability to trap it with Pursuit. Spiritomb also bypasses Substitute, while Skuntank, along with Pawniard, resists both of Haunter’s STAB moves. Other Dark-types include Alolan Raticate, Absol, Shiftry, and Liepard. However, all of these do fear switching into coverage from Haunter or being burned by Will-O-Wisp.

**Faster Pokemon**: Due to Haunter’s low defenses, it can be revenge killed relatively easily by Pokemon that outspeed it like Pyroar, Floatzel, Swanna, and Togedemaru. However, these Pokemon have to watch out for Choice Scarf Haunter if they are not holding a Choice Scarf themselves. They can also struggle to revenge kill Haunter if it manages to keep a Substitute up.

**Priority Users**: Priority users such as Kangaskhan, Abomasnow, and Kabutops bypass Haunter’s high Speed and can pick it off after some previous damage. Sucker Punch users such as Golem and Mawile are notable, as the move can OHKO Haunter, but they must be wary of Substitute or Will-O-Wisp.

**Specially Defensive Pokemon**: Specially bulky Pokemon such as Ferroseed, Audino, Eelektross, and Kecleon can take a hit from Haunter while dealing a good amount of damage in return. Pokemon like Type: Null can be brought in to take a hit before using U-turn for a better matchup. However, all of these Pokemon can be crippled through Trick or Haunter’s other utility moves.
 
Last edited:
amcheck, feel free to implement - or not.

QC: ? / ? / ?
GP: ? / ?

haunter.gif


[OVERVIEW]

  • Haunter is an overall decent offensive threat, being able to serve as a wallbreaker with its Life Orb set or a revenge killer with its Choice Scarf set.
  • This is majorly thanks to its good Speed tier, which allows it to outspeed Pokemon such as Lilligant and Zangoose, while Speed tying with Pokemon such as Jynx and Primeape. It also has a nice Special Attack that lets Haunter more easily break through foes.
  • This is alongside Haunter’s very nice typing that allows it to hit nearly the entire meta neutrally, and combines with Levitate to gain Haunter three useful immunities in Ground, Normal, and Fighting-types.
  • It also has a vast movepool, specifically in its utility, with access to moves such as Destiny Bond, Trick, Will-O-Wisp, and Substitute. I would change the wording here; when I read it, I get the feeling that Haunter only has a wide utility movepool, when in reality its offensive movepool is just as good, but rarely used as much. I'd say something like "many useful utility options."
  • However, Haunter has abysmal defenses, leaving it unable to switch into even most resisted hits, and it can be easily revenge killed by faster threats and priority users, if it does not have a Substitute up.
  • Dark-types are another large problem for Haunter, as foes such as Skuntank resist both its STAB moves and can Pursuit trap Haunter or threaten it with Sucker Punch, although they do fear potential coverage from Haunter.
  • Finally, Haunter faces some competition with Oricorio-G with its equally good STAB coverage and easier time setting up. Despite this, Haunter does maintain its viability with its naturally higher Speed and Special Attack stats and a great movepool. I'd just say that it faces competition with Sensu as an offensive Ghost-type and not as a wallbreaker or sweeper, because Sensu can't wallbreak that well when almost everyone carries a dedicated check, nor does Haunter set up outside of Sub.

[SET]
name: Life Orb Offensive
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Hidden Power Ground / Dazzling Gleam
move 4: Destiny Bond / Substitute I feel as though Substitute merits the first slash as it allows you to play around Skunk without having to sack to DBond, as well as capitalizing very well on forced switches.
item: Life Orb
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

Does Will-o-Wisp deserve a slash? Punishes Pursuit trappers as well as physical attackers in general like Kangaskhan, although I can see Haunter wanting to punish them offensively instead.

[SET COMMENTS]
Moves
========

  • Shadow Ball is Haunter’s main STAB move, and hits Pokemon such as Mesprit, Palossand, and Weezing.
  • Sludge Bomb serves as Haunter’s secondary STAB move, which can hit Pokemon such as Clefairy and Alolan Exeggutor super-effectively, and supplies neutral coverage for certain Pokemon that do not mind Shadow Ball, like Zangoose.
  • Hidden Power Ground is specifically for Skuntank, as it can pick up a 2HKO if hitting Skuntank on the switch. It can also hit foes such as Aggron and Pawniard for super-effective damage.
  • Dazzling Gleam provides coverage for other Dark-types like Spiritomb and Alolan Raticate, although can still deal decent damage to Skuntank.
  • Destiny Bond allows Haunter to take a foes down with it if it is KOed, specifically after it has been weakened a reasonable amount through means such as its Life Orb.
  • Substitute is an alternate option that can be used against Skuntank, as it creates mind games between Sucker Punch and Pursuit. It also helps protect Haunter from incoming revenge killers.

Set Details
========

  • 252 EVs in Special Attack and a Life Orb allow Haunter to hit as hard as it can, at the cost of taking some chip damage after each attack.
  • 252 EVs in Speed alongside a Timid nature make Haunter outspeed Pokemon such as Zangoose and Oricorio-G, while also Speed tying with Pokemon like Primeape and Leafeon.
  • Levitate is Haunter’s only ability, which gives it an immunity to Ground-type attacks. Maybe mention instances in which it would be useful.

Usage Tips
========

  • Haunter should be used to come in and pressure the opponent, being able to handle both offensive foes such as Lilligant and Choice Specs Mesprit and bulkier foes like Clefairy and Weezing with its STAB coverage.
  • However, if the opponent has a threat such as Skuntank or Spiritomb in the back, in prediction of a switch Haunter can instead go for Hidden Power Ground or Dazzling Gleam respectively to pick up the 2HKO. However, stay wary that both of these cause mind games with their combination of Sucker Punch and Pursuit. If they are brought in, Destiny Bond is an option that can take the foe down with Haunter if they are a threat to the rest of the team. Destiny Bond can be similarly used against any other threat, ideally when Haunter is at low health. Or use the switch as an opportunity to set up Sub and either attack or get a guaranteed switch out without fearing Pursuit. Also, this bullet is kinda long, cut down some details or split into multiple points, imo.
  • Substitute can be set up against passive Pokemon such as Clefairy or Choice locked Pokemon, such as Primeape locked into Close Combat. It can also be used to take advantage of Pokemon like Skuntank’s Sucker Punch or scout opponents for what move any Choice locked Pokemon will lock themself into. You can mention setting up Sub on forced switches here, too.
  • Haunter should not be brought in expecting to take an attack due to its low defenses. However, it can switch into a predicted utility move, such as Palossand’s Stealth Rock, or an immunity such as Himonchan’s Drain Punch, but has to watch out for coverage from both. It can also be brought in through a slow pivot user such as Mesprit and Lanturn.

Team Options
========

  • Fast Pokemon such as Archeops, Pyroar, and Floatzel benefit from Haunter’s ability to weaken the opposing team, as it allows them to more easily clean up the match.
  • Physical wallbreakers such as Stoutland and Aggron can break through special walls such as Audino and Articuno, while Haunter can help against physical walls such as Palossand and Weezing.
  • Stoutland can also handle opposing Spiritombs, as can Calm Mind Clefairy, who can help against other Dark-types too. Other Dark-type checks include Primeape and Hitmonchan.
  • Hazard setters such as Ferroseed, Crustle, Smeargle, and Shuckle appreciate Haunter’s immunity to Rapid Spin, which helps keep the hazards on the field. In return, Haunter benefits from the hazards, as they Stealth Rock and Spikes can weaken foes while Sticky Web can slow down faster foes. The hazard setters also appreciate Haunter’s ability to lure and weaken or potentially KO Skuntank, who can Defog away the hazards.
  • Other Pokemon who are threatened by Skuntank such as Jynx, Shiftry, and Alolan Raichu also benefit from this.
  • Slow pivot users such as Mesprit and Lanturn can help bring Haunter onto the field safely. Mesprit, on top of being another Pokemon who is threatened by Skuntank, can also support Haunter with Stealth Rock and Healing Wish. I'd mention explicitly that Haunter appreciates HW due to being worn down easily by rocks, LO, and setting up Subs. Also, I think Primeape especially deserves a mention here as a U-turn user as it baits in Pokemon that Haunter completely gobble up, like Mesp and Palo.
[SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Destiny Bond
move 4: Trick / Will-O-Wisp
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

  • Shadow Ball serves as Haunter’s main STAB move, which can hit Pokemon like Oricorio-G, and Alolan Raichu for super-effective damage. It can also hit Steel-types such as Alolan Dugtrio, who are immune to Sludge Bomb.
  • Sludge Bomb is Haunter’s secondary STAB move, and supplies coverage for Pokemon such as Lilligant and Silvally-Fairy super-effectively, as well as Pokemon that do not mind Shadow Ball such as Pyroar.
  • Destiny Bond is for when Haunter is greatly weakened, as it allows Haunter to potentially take a threat down with it.
  • Trick is used to cripple bulky Pokemon that may try to switch in on Haunter, like Audino and Type: Null. I dunno about mentioning Type: Null because its Haunter MU is kinda awkward if it's a setup set but I suppose pivot sets might switch in and U-turn out to smth else that beats it
  • However, Will-O-Wisp is an alternate choice that can cripple more offensive switchins to Haunter such as Kangaskhan and Togedemaru, and even allows Haunter to take a Pursuit from a Jolly Skuntank if switching out on full health.
Set Details
========

  • 252 EVs in Special Attack and Speed, along with a Timid nature, allows Haunter to hit as fast and hard as it can. This Speed, when combined with the Choice Scarf, allows Haunter to outspeed foes such as +1 Lilligant and Choice Scarf Mesprit while Speed tying with Pokemon like +1 Jynx and Choice Scarf Primeape.
  • Levitate makes Haunter immune to all Ground-type attacks, and is its only ability.

Usage Tips
========

  • Haunter is best used as a revenge killer, coming in to pick up KOes after the foe has been weakened. It can be similarly utilized late-game, after the opposing team has been weakened, to clean up the match.
  • It should be brought in after a teammate has been KOed, or through a slow pivot user such as Mesprit or Eelektross. It should rarely ever be directly switched into an attack, even resisted ones, due to Haunter’s low bulk. If switching into an immunity, it should still watch out for coverage such as Gurdurr’s Knock Off. Haunter can also be switched into a predicted non-offensive move, such as Clefairy’s Stealth Rock or Soft Boiled.
  • When Haunter is brought in, stay wary of what checks the opponents has for Haunter before choosing your move, as it will be locked into the same move. Furthermore, rather than attacking or switching out, a better option may be to go for Trick or Will-O-Wisp to cripple those switchins.
  • If Haunter is at low health and does little against the rest of the opposing team, its best move will often be Destiny Bond, as it allows Haunter to make one final dent before being taken out.
Mention being very wary of Pursuit users, as Scarf Haunter, unlike its LO counterpart, can be trapped in a snap if it clicks the wrong move, due to lacking Sub for Skunk and coverage for trappers altogether.

Team Options
========

  • Haunter works well on offensive and balance teams in need of some speed control.
  • Wallbreakers such as Magmortar, Aurorus, and Stoutland can help weaken the opposing team before Haunter comes in to clean. They can also help against some walls that give Haunter trouble, such as Articuno and Audino.
  • Haunter also struggles against Dark-types, so Dark-types checks such as Gurdurr, Silvally-Fairy, and Hitmonchan are often vital.
  • Slow pivot users such as Eelektross and Probopass can help get Haunter onto the field safely. Eelektross also has access to Knock Off, which can cripple Eviolite users such as Ferroseed and slow down faster Choice Scarf holders such as Pyroar and Togedemaru. Probopass can help against Steel-types that Haunter potentially struggle again, such as Pawniard and the previously mentioned Ferroseed.
  • Mesprit is another slow pivot user, and can also support Haunter with Stealth Rock and Healing Wish.

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

  • A Choice Specs set supplies Haunter with more power as a wallbreaker, although it prefers the ability to switch between moves when not serving as a revenge killer.
  • A combination of Life Orb, Substitute, and Pain Split can be run as a mean to weaken bulkier foes while supplying Haunter with a form of recovery. I feel as though mentioning Haunter's low HP stat here would be good, and how it recovers more health due to almost always having less HP than its opp because of it.
  • Substitute, or Protect, can also be run alongside Disable to potentially stop Skuntanks and Spiritombs from using Pursuit, or simply to immobilize Choice locked Pokemon. I dunno about Protect, as like I mentioned earlier, Sub also takes advantage of the switches it forces.
  • Reflect Type ideally loses Haunter’s weakness to Dark-types, which leads to it serving as another way for Haunter to better deal with Pursuit users such as Skuntank. Talk about Eviolite here, because Haunter's natural bulk is so pitiful it still takes tons from Crunch, Poison Jab, and Pursuit upon switching out even when resisted.
  • Hex can be run over Shadow Ball on the Life Orb set as it benefits from WIll-O-Wisp and the potential Poison from Sludge Bomb, which can help it more easily break through certain bulkier foes, although at the cost of some immediate damage.
  • Haunter has access to various coverage options, such as Energy Ball, Thunderbolt, and Hidden Power Fire, which allows it to hit Pokemon like Gastrodon, Articuno, and Ferroseed, respectively. However, they have little usage outside of those select Pokemon, and Haunter prefers the utility.
  • Taunt allows Haunter to better handle certain bulky Pokemon such as Type: Null, but is much more situational compared to its other utility options.
  • Sludge Wave has slightly more power than Sludge Bomb, but is overall inferior due to its much lower chance to Poison the foe.
Does Black Sludge merit a bullet here? Gives Haunter passive recovery for its Subs. Also, maybe mention HP Ground and Dazzling Gleam as options on the Scarf set for bopping Skunk and Tomb on the switch, but how Haunter also has to play a 50/50 afterwards if they weren't KOed.

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

**Dark-types**: Dark-types such as Skuntank and Spiritomb threaten Haunter with their Priority in Sucker Punch and ability to trap it with Pursuit. Spiritomb also bypasses Substitute (mention that it does so via Infiltrator), while Skuntank, along with Pawniard, resist both of Haunter’s STAB moves. Other Dark-types include Alolan Raticate, Absol, Shiftry, and Liepard. However, all of these do fear switching into coverage from Haunter (or Sludge Bomb, depending on which Dark-type) or being Burned by Will-O-Wisp. (or being Subbed on.)

**Faster Pokemon**: Due to Haunter’s low defenses, it can be revenge killed relatively easily by Pokemon that outspeed it like Pyroar, Floatzel, Swanna, and Togedemaru. However, these Pokemon have to watch out for if Haunter is holding a Choice Scarf, if they are not holding a Choice Scarf themselves. They can also struggle to revenge kill Haunter if it manages to keep a Substitute up.

**Priority Users**: Priority move users such as Kangaskhan, Abomasnow, and Kabutops bypass Haunter’s high Speed and can pick it off when combined with some previously acquired damage. Sucker Punch users such as Golem and Mawile are notable as it can pick up the OHKO on Haunter, but they must stay wary of Substitute or Will-O-Wisp.

**Specially Defensive Pokemon**: Specially bulky Pokemon such as Ferroseed, Audino, and Kecleon can take a hit from Haunter while dealing a good amount of damage in return. Pokemon like Type: Null can be brought in to take a hit before U-turning out for a better matchup. However, all of these Pokemon can be crippled through Trick or other of Haunter’s utility moves. Maybe mention Eel over Kecleon.
 
[OVERVIEW]

  • Haunter is an overall decent offensive threat, being able to serve as a wallbreaker with its Life Orb set or a revenge killer with its Choice Scarf set.
  • This is majorly thanks to its good Speed tier, which allows it to outspeed Pokemon such as Lilligant and Zangoose, while Speed tying with Pokemon such as Jynx and Primeape. It also has a nice Special Attack that lets Haunter more easily break through foes.
  • This is alongside Haunter’s very nice typing that allows it to hit nearly the entire meta neutrally, and combines with Levitate to gain Haunter three useful immunities in Ground, Normal, and Fighting-types.
  • It also has a vast support movepool, especially in its utility, with access to moves such as Destiny Bond, Trick, Will-O-Wisp, and Substitute.
  • However, Haunter has abysmal defenses, leaving it unable to switch into even most resisted hits, and it can be easily revenge killed by faster threats and priority users, if it does not have a Substitute up.
  • Dark-types are another large problem for Haunter, as foes such as Skuntank resist both its STAB moves and can Pursuit trap Haunter or threaten it with Sucker Punch, although they do fear potential coverage from Haunter.
  • Finally, Haunter faces some competition with Oricorio-G as an offensive Ghost-type. Despite this, Haunter does maintain its viability with its naturally higher Speed and Special Attack stats and a great movepool.
the points on why haunter is good are just slightly too generic, reading it they could apply to practically anything with minimal edits. just saying "is strong w/support moves and has some speed n typing" never rly gets into any specifics at all and it's not wrong or somth that needs factual edits but could definitely be better

[SET]
name: Life Orb Offensive
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Hidden Power Ground / Dazzling Gleam
move 4: Destiny Bond / Substitute
item: Life Orb
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

  • Shadow Ball is Haunter’s main STAB move, and hits Pokemon such as Mesprit, Palossand, and Weezing.
  • Sludge Bomb serves as Haunter’s secondary STAB move, which can hit Pokemon such as Clefairy and Alolan Exeggutor super-effectively, and supplies neutral coverage for certain Pokemon that do not mind Shadow Ball, like Zangoose.
  • Hidden Power Ground is specifically for Skuntank, as it can pick up a 2HKO if hitting Skuntank on the switch. It can also hit foes such as Aggron and Pawniard for super-effective damage.
  • Dazzling Gleam provides coverage for other Dark-types like Spiritomb and Alolan Raticate, although can still deal decent damage to Skuntank.
  • Destiny Bond allows Haunter to take a foes down with it if it is KOed, specifically after it has been weakened a reasonable amount through means such as its Life Orb.
  • Substitute is an alternate option that can be used against Skuntank, as it creates mind games between Sucker Punch and Pursuit. It also helps protect Haunter from incoming revenge killers.

Set Details
========

  • 252 EVs in Special Attack and a Life Orb allow Haunter to hit as hard as it can, at the cost of taking some chip damage after each attack.
  • 252 EVs in Speed alongside a Timid nature make Haunter outspeed Pokemon such as Zangoose and Oricorio-G, while also Speed tying with Pokemon like Primeape and Leafeon.
  • Levitate is Haunter’s only ability, which gives it an immunity to Ground-type attacks, allowing it to switch in on Pokemon such as Mudsdale and Golem Choice locked into Earthquake.

Usage Tips
========

  • Haunter should be used to come in and pressure the opponent, being able to handle both offensive foes such as Lilligant and Choice Specs Mesprit and bulkier foes like Clefairy and Weezing with its STAB coverage.
  • However, if the opponent has a threat such as Skuntank or Spiritomb in the back, in prediction of a switch Haunter can instead go for Hidden Power Ground or Dazzling Gleam respectively to pick up the 2HKO. However, stay wary that both of these cause mind games with their combination of Sucker Punch and Pursuit.
  • If they are brought in, Destiny Bond is an option that can take the foe down with Haunter if they are a threat to the rest of the team. Destiny Bond can be similarly used against any other threat, ideally when Haunter is at low health.
  • Substitute can be set up against passive Pokemon such as Clefairy or upon a forced switch, like Choice locked Pokemon such as Primeape locked into Close Combat. It can also be used to take advantage of Pokemon like Skuntank’s Sucker Punch or scout opponents for what move any Choice locked Pokemon will lock themself into.
  • Haunter should not be brought in expecting to take an attack due to its low defenses. However, it can switch into a predicted utility move, such as Palossand’s Stealth Rock, or an immunity such as Himonchan’s Drain Punch, but has to watch out for coverage from both. It can also be brought in through a slow pivot user such as Mesprit and Lanturn.
still with the good and nothings needs factual editing but kinda lacking in real specifics. just a tiny bit more from this would be nice, like maybe a bit more specific on how you play differently when facing a skunk team or somth

Team Options
========

  • Fast Pokemon such as Archeops, Pyroar, and Floatzel benefit from Haunter’s ability to weaken the opposing team, as it allows them to more easily clean up the match.
  • Physical wallbreakers such as Stoutland and Aggron can break through special walls such as Audino and Articuno, while Haunter can help against physical walls such as Palossand and Weezing.
  • Stoutland can also handle opposing Spiritombs, as can Calm Mind Clefairy, who can help against other Dark-types too. Other Dark-type checks include Primeape and Hitmonchan. The later two can also lure in Pokemon like Mesprit and Palossand for Haunter.
  • Hazard setters such as Ferroseed, Crustle, Smeargle, and Shuckle appreciate Haunter’s immunity to Rapid Spin, which helps keep the hazards on the field. In return, Haunter benefits from the hazards, as they Stealth Rock and Spikes can weaken foes while Sticky Web can slow down faster foes. The hazard setters also appreciate Haunter’s ability to lure and weaken or potentially KO Skuntank, who can Defog away the hazards.
  • Other Pokemon who are threatened by Skuntank such as Jynx, Shiftry, and Alolan Raichu also benefit from this.
  • Slow pivot users such as Mesprit and Lanturn can help bring Haunter onto the field safely. Mesprit, on top of being another Pokemon who is threatened by Skuntank, can also support Haunter with Stealth Rock and Healing Wish, which restores health lost from Life Orb and Substitute, along with any potential status.

[SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Destiny Bond
move 4: Trick / Will-O-Wisp
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

  • Shadow Ball serves as Haunter’s main STAB move, which can hit Pokemon like Oricorio-G, and Alolan Raichu for super-effective damage. It can also hit Steel-types such as Alolan Dugtrio, who are immune to Sludge Bomb.
  • Sludge Bomb is Haunter’s secondary STAB move, and supplies coverage for Pokemon such as Lilligant and Silvally-Fairy super-effectively, as well as Pokemon that do not mind Shadow Ball such as Pyroar.
  • Destiny Bond is for when Haunter is greatly weakened, as it allows Haunter to potentially take a threat down with it.
  • Trick is used to cripple bulky Pokemon that may try to switch in on Haunter, like Audino and Ferroseed.
  • However, Will-O-Wisp is an alternate choice that can cripple more offensive switchins to Haunter such as Kangaskhan and Togedemaru, and even allows Haunter to take a Pursuit from a Jolly Skuntank if switching out on full health.

Set Details
========

  • 252 EVs in Special Attack and Speed, along with a Timid nature, allows Haunter to hit as fast and hard as it can. This Speed, when combined with the Choice Scarf, allows Haunter to outspeed foes such as +1 Lilligant and Choice Scarf Mesprit while Speed tying with Pokemon like +1 Jynx and Choice Scarf Primeape.
  • Levitate makes Haunter immune to all Ground-type attacks, and is its only ability.

Usage Tips
========

  • Haunter is best used as a revenge killer, coming in to pick up KOes after the foe has been weakened. It can be similarly utilized late-game, after the opposing team has been weakened, to clean up the match.
  • It should be brought in after a teammate has been KOed, or through a slow pivot user such as Mesprit or Eelektross. It should rarely ever be directly switched into an attack, even resisted ones, due to Haunter’s low bulk. If switching into an immunity, it should still watch out for coverage such as Gurdurr’s Knock Off. Haunter can also be switched into a predicted non-offensive move, such as Clefairy’s Stealth Rock or Soft Boiled.
  • When Haunter is brought in, stay wary of what checks the opponents has for Haunter before choosing your move, as it will be locked into the same move. This is especially if these switchins include Pursuit users such as Skuntank and Spiritomb, as if they manage to come in on Haunter locked into a resisted move, they can Pursuit trap it with ease. Furthermore, rather than attacking or switching out, a better option may be to go for Trick or Will-O-Wisp to cripple those switchins.
  • If Haunter is at low health and does little against the rest of the opposing team, its best move will often be Destiny Bond, as it allows Haunter to make one final dent before being taken out.
same as above except this set is actually so generic there isnt rly much else to say on it anyway

Team Options
========

  • Haunter works well on offensive and balance teams in need of some speed control.
  • Wallbreakers such as Magmortar, Aurorus, and Stoutland can help weaken the opposing team before Haunter comes in to clean. They can also help against some walls that give Haunter trouble, such as Articuno and Audino.
  • Haunter also struggles against Dark-types, so Dark-types checks such as Gurdurr, Silvally-Fairy, and Hitmonchan are often vital.
  • Slow pivot users such as Eelektross and Probopass can help get Haunter onto the field safely. Eelektross also has access to Knock Off, which can cripple Eviolite users such as Ferroseed and slow down faster Choice Scarf holders such as Pyroar and Togedemaru. Probopass can help against Steel-types that Haunter potentially struggle again, such as Pawniard and the previously mentioned Ferroseed.
  • Mesprit is another slow pivot user, and can also support Haunter with Stealth Rock and Healing Wish.
id talk about having another mon that run scarf, scarf haunter is a bit rare and running with things like swanna can give a little extra unpredictability

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

  • A Choice Specs set supplies Haunter with more power as a wallbreaker, although it prefers the ability to switch between moves when not serving as a revenge killer.
  • A combination of Life Orb, Substitute, and Pain Split can be run as a mean to weaken bulkier foes while supplying Haunter with a form of recovery, especially due to Haunter's low health.
  • Substitute, or Protect, can also be run alongside Disable to potentially stop Skuntanks and Spiritombs from using Pursuit, or simply to immobilize Choice locked Pokemon.
  • Reflect Type ideally loses Haunter’s weakness to Dark-types, which leads to it serving as another way for Haunter to better deal with Pursuit users such as Skuntank.
  • Hex can be run over Shadow Ball on the Life Orb set as it benefits from WIll-O-Wisp and the potential Poison from Sludge Bomb, which can help it more easily break through certain bulkier foes, although at the cost of some immediate damage. dont mention tbolt imo, the others at least do somth but lol. that being said, I did run z-thunder at one point which has a 43.8% chance to ohko 0/0 skunk after rocks, idm if u put that in here somewhere since that actually does damage to cuno
  • Haunter has access to various coverage options, such as Energy Ball, Thunderbolt, and Hidden Power Fire, which allows it to hit Pokemon like Gastrodon, Articuno, and Ferroseed, respectively. However, they have little usage outside of those select Pokemon, and Haunter prefers the utility.
  • Taunt allows Haunter to better handle certain bulky Pokemon such as Type: Null, but is much more situational compared to its other utility options.
  • Sludge Wave has slightly more power than Sludge Bomb, but is overall inferior due to its much lower chance to Poison the foe.
on a few of these u dont bother to say why they arent so good, like reflect type or pain split's unreliability or protect w/disable

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

**Dark-types**: Dark-types such as Skuntank and Spiritomb threaten Haunter with their Priority in Sucker Punch and ability to trap it with Pursuit. Spiritomb also bypasses Substitute, while Skuntank, along with Pawniard, resist both of Haunter’s STAB moves. Other Dark-types include Alolan Raticate, Absol, Shiftry, and Liepard. However, all of these do fear switching into coverage from Haunter or being Burned by Will-O-Wisp.

**Faster Pokemon**: Due to Haunter’s low defenses, it can be revenge killed relatively easily by Pokemon that outspeed it like Pyroar, Floatzel, Swanna, and Togedemaru. However, these Pokemon have to watch out for if Haunter is holding a Choice Scarf, if they are not holding a Choice Scarf themselves. They can also struggle to revenge kill Haunter if it manages to keep a Substitute up.

**Priority Users**: Priority move users such as Kangaskhan, Abomasnow, and Kabutops bypass Haunter’s high Speed and can pick it off when combined with some previously acquired damage. Sucker Punch users such as Golem and Mawile are notable as it can pick up the OHKO on Haunter, but they must stay wary of Substitute or Will-O-Wisp.

**Specially Defensive Pokemon**: Specially bulky Pokemon such as Ferroseed, Audino, Eelektross, and Kecleon can take a hit from Haunter while dealing a good amount of damage in return. Pokemon like Type: Null can be brought in to take a hit before U-turning out for a better matchup. However, all of these Pokemon can be crippled through Trick or other of Haunter’s utility moves.
stamp.gif
1/3
 
QC: Megazard / ? / ?
GP: ? / ?

haunter.gif


[OVERVIEW]

  • Haunter is an overall decent offensive threat, being able to serve as a wallbreaker with its Life Orb set or a revenge killer with its Choice Scarf set.
  • This is majorly thanks to its good base 95 Speed tier, which allows it to outspeed Pokemon such as Lilligant and Zangoose, while Speed tying with Pokemon such as Jynx and Primeape. It also has a nice base 115 Special Attack that lets Haunter more easily break through foes. (more easily than what? comparison when there's nothing to compare)
  • This is alongside Haunter’s good Ghost- and Poison-typing that allows it to hit nearly the entire meta neutrally, and combines with Levitate to gain Haunter three useful immunities in Ground-, Normal-, and Fighting-types.
  • Haunter also has a vast utility movepool, with access to moves such as Destiny Bond, Trick, Will-O-Wisp, and Substitute, which allow it to better handle its checks and support its teammates. (maybe offer a few examples. just general ones though)
  • Despite this, Dark-types remain a large problem for Haunter, as foes such as Skuntank resist both its STAB moves and can Pursuit trap Haunter or threaten it with Sucker Punch, although they do fear said utility or potential coverage from Haunter. (spiritomb can bop it through substitute too, which is annoying for the substitute variants of haunter)
  • Haunter's abysmal defenses, leave it unable to switch into even most resisted hits, and it can be easily revenge killed by faster threats and priority users, if it does not have a Substitute up. This also leads it struggling as a Rapid Spin blocker, as it fears moves such as Hitmonchan's Ice Punch.
  • Finally, Haunter faces some competition with Oricorio-G as an offensive Ghost-type (why does it face competition. expand this a bit please). Despite this, Haunter does maintain its viability with its naturally higher Speed and Special Attack stats and a great movepool.

[SET]
name: Life Orb Offensive
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Hidden Power Ground / Dazzling Gleam
move 4: Destiny Bond / Substitute
item: Life Orb
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

  • Shadow Ball is Haunter’s main STAB move, and hits Pokemon such as Mesprit, Palossand, and Weezing.
  • Sludge Bomb serves as Haunter’s secondary STAB move, which can hit Pokemon such as Clefairy and Alolan Exeggutor super-effectively, and supplies neutral coverage for certain Pokemon that do not mind Shadow Ball, like Zangoose.
  • Hidden Power Ground is specifically for Skuntank, as it can pick up a 2HKO if hitting Skuntank on the switch. It can also hit foes such as Aggron and Pawniard for super-effective damage. (i'd be far more tempted to mention specially defensive togedemaru (puke) because aggron doesn't like taking a life orb shadow ball)
  • Dazzling Gleam provides coverage for other Dark-types like Spiritomb and Alolan Raticate, although can still deal decent damage to Skuntank. (can also catch them on the switch if needed)
  • Destiny Bond allows Haunter to take a foes down with it if it is KOed, specifically after it has been weakened a reasonable amount through means such as its Life Orb. (any examples specifically. can mess with dark-types like spiritomb who may try and pursuit trap you)
  • Substitute is an alternate option that can be used against Skuntank, as it creates mind games between Sucker Punch and Pursuit. It also helps protect Haunter from incoming revenge killers. (unsure on this point. i think substitute has different uses as skuntank can just keep spamming pursuit without fearing too much in return) (talk about subbing on passive pokemon like miltank or clefairy)
  • definitely want a will-o-wisp mention here, because even if it isn't exactly set material, the ability to cripple skuntank and spiritomb who are trapping you is very useful

Set Details
========

  • 252 EVs in Special Attack and a Life Orb allow Haunter to hit as hard as it can, at the cost of taking some chip damage after each attack.
  • 252 EVs in Speed alongside a Timid nature make Haunter outspeed Pokemon such as Zangoose and Oricorio-G, while also Speed tying with Pokemon like Primeape and Leafeon. (i'd specify calm mind oricorio-g and non-choice scarf primeape)
  • Levitate is Haunter’s only ability, which gives it an immunity to Ground-type attacks, allowing it to switch in on Pokemon such as Mudsdale and Golem Choice locked into Earthquake. (can also mess with 50/50s too)

Usage Tips
========

  • Haunter can utilize its good STAB coverage to serve as a wallbreaker against foes such as Clefairy and Weezing. Furthermore, due to its high Speed, Haunter can also pressure offensive foes such as (unboosted) Lilligant and Choice Specs Mesprit, or simply serve as a revenge killer. (to be honest it'll most likely be revenging killing these two anyways)
  • However, if the opponent has a threat such as Skuntank or Spiritomb in the back, in prediction of a switch Haunter can instead go for Hidden Power Ground or Dazzling Gleam respectively to pick up the 2HKO. But stay wary that both of these cause mind games with their combination of Sucker Punch and Pursuit. Therefore, another option is to make a double switch and try to weaken these foes until Haunter can pick up the KO with said coverage. (less of a mindgame with spiritomb because it can't mess around with substitute like it can against skuntank)
  • If they are brought in, Destiny Bond is an option that can take the foe down with Haunter if they are a threat to the rest of the team. Destiny Bond can be similarly used against any other threat, ideally when Haunter is at low health. (use it on a predicted pursuit)
  • Substitute can be set up against passive Pokemon such as Clefairy or upon a forced switch, like Choice locked Pokemon such as Primeape locked into Close Combat. It can also be used to take advantage of Pokemon like Skuntank’s Sucker Punch or scout opponents for what move any slower Choice locked Pokemon such as Magmortar and Aurorus will lock themselves into. (choice item magmortar isn't a set, and really trying to scout aurorus will just leave you at very low health after hail + substitute damage) (also if aurorus is choice scarf then you may just be sacking haunter by attempting to scout)
  • Haunter should not be brought in expecting to take an attack due to its low defenses. However, it can switch into a predicted utility move, such as Palossand’s Stealth Rock, or an immunity such as Himonchan’s Drain Punch, but has to watch out for coverage from both. It can also be brought in through a slow pivot user such as Mesprit and Lanturn. (hitmonchan has to be low because the assault vest set can pretty much chew haunter's attacks)
  • If not running Substitute, stay wary of Pokemon such as Clefairy potentially running Thunder Wave, as being slowed down largely cripples Haunter, leaving it as fodder for even Pokemon such as Aggron and Aurorus, who are otherwise much slower. (kinda get the point, but aggron struggles immensely against haunter and if you're not running substitute you can just destiny bond the aurorus, unless it's choice scarf)

Team Options
========

  • Fast Pokemon such as Archeops, Pyroar, and Floatzel benefit from Haunter’s ability to weaken the opposing team, as it allows them to more easily clean up the match. (very general and no specifics, so some expansion would be nice)
  • Physical wallbreakers such as Stoutland and Aggron can break through special walls such as Audino and Articuno, while Haunter can help against physical walls such as Palossand and Weezing. (doesn't stoutland mess up both of these physical walls? because of scrappy and facade)
  • Stoutland can also handle opposing Spiritombs, as can Calm Mind Clefairy, who can help against other Dark-types too. Other Dark-type checks include Primeape and Hitmonchan. The later two can also lure in Pokemon like Mesprit and Palossand for Haunter. (hitmonchan and primeape appreciate haunter's ability to potentially weaken or eliminate spiritomb with either dazzling gleam or destiny bond)
  • Hazard setters such as Ferroseed, Crustle, Smeargle, and Shuckle appreciate Haunter’s immunity to Rapid Spin, which helps keep the hazards on the field. In return, Haunter benefits from the hazards, as they Stealth Rock and Spikes can weaken foes while Sticky Web can slow down faster foes. The hazard setters also appreciate Haunter’s ability to lure and weaken or potentially KO Skuntank, who can Defog away the hazards. (ferroseed beats skuntank requiring it's physical actually)
  • Other Pokemon who are threatened by Skuntank such as Jynx, Shiftry, and Alolan Raichu also benefit from this. (not just skunktank to be honest. jynx and alolan raichu hate pretty much every dark-type, especially spiritomb)
  • Slow pivot users such as Mesprit and Lanturn can help bring Haunter onto the field safely. Mesprit, on top of being another Pokemon who is threatened by Skuntank, can also support Haunter with Stealth Rock and Healing Wish, which restores health lost from Life Orb and Substitute, along with any potential status. (lanturn can potentially cripple opponents with toxic too)

[SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Destiny Bond
move 4: Trick / Will-O-Wisp
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

  • Shadow Ball serves as Haunter’s main STAB move, which can hit Pokemon like Oricorio-G, and Alolan Raichu for super-effective damage. It can also hit Steel-types such as Alolan Dugtrio, who are immune to Sludge Bomb.
  • Sludge Bomb is Haunter’s secondary STAB move, and supplies coverage for Pokemon such as Lilligant and Silvally-Fairy super-effectively, as well as Pokemon that do not mind Shadow Ball such as Pyroar.
  • Destiny Bond is for when Haunter is greatly weakened, as it allows Haunter to potentially take a threat down with it. (state the negative of being locked into destiny bond though)
  • Trick is used to cripple bulky Pokemon that may try to switch in on Haunter, like Audino and Ferroseed. (can also give haunter a potentially useful item like leftovers or eviolite)
  • However, Will-O-Wisp is an alternate choice that can cripple more offensive switchins to Haunter such as Kangaskhan and Togedemaru, and even allows Haunter to take a Pursuit from a Jolly Skuntank if switching out on full health. (mention spiritomb too) (also, choice scarf togedemaru, which is by far the most used set, outspeeds you)

Set Details
========

  • 252 EVs in Special Attack and Speed, along with a Timid nature, allows Haunter to hit as fast and hard as it can. This Speed, when combined with the Choice Scarf, allows Haunter to outspeed foes such as +1 Lilligant and Choice Scarf Mesprit while Speed tying with Pokemon like +1 Jynx and Choice Scarf Primeape.
  • Levitate makes Haunter immune to all Ground-type attacks, and is its only ability. (also immune to spikes but can't absorb toxic spikes)

Usage Tips
========

  • Haunter is best used as a revenge killer, coming in to pick up KOes after the foe has been weakened. It can be similarly utilized late-game, after the opposing team has been weakened, to clean up the match.
  • It should be brought in after a teammate has been KOed, or through a slow pivot user such as Mesprit or Eelektross. It should rarely ever be directly switched into an attack, even resisted ones, due to Haunter’s low bulk. If switching into an immunity, it should still watch out for coverage such as Gurdurr’s Knock Off. Haunter can also be switched into a predicted non-offensive move, such as Clefairy’s Stealth Rock or Soft Boiled. (clefairy is a weird one because being hit by a thunder wave basically makes it useless)
  • When Haunter is brought in, stay wary of what checks the opponents has for Haunter before choosing your move, as it will be locked into the same move. This is especially if these switchins include Pursuit users such as Skuntank and Spiritomb, as if they manage to come in on Haunter locked into a resisted move, they can Pursuit trap it with ease. Furthermore, rather than attacking or switching out, a better option may be to go for Trick or Will-O-Wisp to cripple those switchins. (really? i mean only in very specific situations because then you're losing your choice scarf user to pursuit, or having it borderline dead)
  • Also watch out for if the opponent has any potential Choice Scarf users with naturally higher Speeds such as Pyroar and Swanna, as they could otherwise lure Haunter in to pick up a revenge kill.
  • If Haunter is at low health and does little against the rest of the opposing team, its best move will often be Destiny Bond, as it allows Haunter to make one final dent before being taken out.
yeah i see where zard is coming from. quite generalised points are being portrayed here. i'd definitely talk about trick messing up bulkier teams and how it can trick away its choice scarf to then free up its moves against stall-based teams

Team Options
========

  • Haunter works well on offensive and balance teams in need of some speed control. (padding. this is legit every choice scarf user. either expand or remove)
  • Wallbreakers such as Magmortar, Aurorus, and Stoutland can help weaken the opposing team before Haunter comes in to clean. They can also help against some walls that give Haunter trouble, such as Articuno and Audino. (how does haunter help them in return?)
  • Haunter also struggles against Dark-types, so Dark-types checks such as Gurdurr, Silvally-Fairy, and Hitmonchan are often vital. (same as above)
  • Due to Choice Scarf Haunter being somewhat uncommon, other Choice Scarf users such as Swanna can further its unpredictability. (i think just having swanna on the team, or another common choice scarf pokemon is enough. having two choice scarf users that function in a rather similar way seems unwise)
  • Slow pivot users such as Eelektross and Probopass can help get Haunter onto the field safely. Eelektross also has access to Knock Off, which can cripple Eviolite users such as Ferroseed and slow down faster Choice Scarf holders such as Pyroar and Togedemaru. Probopass can help against Steel-types that Haunter potentially struggle again, such as Pawniard and the previously mentioned Ferroseed. (probopass also offers stealth rock support)
  • Mesprit is another slow pivot user, and can also support Haunter with Stealth Rock and Healing Wish. (expand, giving different examples than last time)
this seems lazier than your other team options to be honest

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

  • A Choice Specs set supplies Haunter with more power as a wallbreaker, although it prefers the ability to switch between moves when not serving as a revenge killer. (rather easily pursuit trapped and much prefers having life orb with utility)
  • A combination of Life Orb, Substitute, and Pain Split can be run as a mean to weaken bulkier foes while supplying Haunter with a form of recovery, especially due to Haunter's low health. However, it is overall unreliable, as it leaves Haunter dependent on the amount of health the foe has remaining. (this combination messes up bulkier teams though)
  • Substitute, or Protect, can also be run alongside Disable to potentially stop Skuntanks and Spiritombs from using Pursuit, or simply to immobilize Choice locked Pokemon, although it is situational compared Haunter's other utility options. (nah no protect in my opinion, substitute + disable is just better)
  • Reflect Type ideally loses Haunter’s weakness to Dark-types, which leads to it serving as another way for Haunter to better deal with Pursuit users such as Skuntank. Despite this, due to Haunter's low bulk, it still takes a decent amount from Pursuit, and is still OHKOed by Black Glasses Spiritomb on the switch. (it's also used to escape being pursuit trapped)
  • Hex can be run over Shadow Ball on the Life Orb set as it benefits from WIll-O-Wisp and the potential Poison from Sludge Bomb, which can help it more easily break through certain bulkier foes, although at the cost of some immediate damage. (what certain bulky foes?)
  • Haunter has access to various coverage options, such as Energy Ball and Hidden Power Fire, which allows it to hit Pokemon like Gastrodon, and Ferroseed, respectively. However, they have little usage outside of those select Pokemon, and Haunter prefers the utility.
  • Taunt allows Haunter to better handle certain bulky Pokemon such as Type: Null, but is much more situational compared to its other utility options.
  • Sludge Wave has slightly more power than Sludge Bomb, but is overall inferior due to its much lower chance to Poison the foe.

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

**Dark-types**: Dark-types such as Skuntank and Spiritomb threaten Haunter with their Priority in Sucker Punch and ability to trap it with Pursuit. Spiritomb also bypasses Substitute, while Skuntank, along with Pawniard, resist both of Haunter’s STAB moves. Other Dark-types include Alolan Raticate, Absol, Shiftry, and Liepard. However, all of these do fear switching into coverage from Haunter or being Burned by Will-O-Wisp.

**Faster Pokemon**: Due to Haunter’s low defenses, it can be revenge killed relatively easily by Pokemon that outspeed it like Pyroar, Floatzel, Swanna, and Togedemaru. However, these Pokemon have to watch out for if Haunter is holding a Choice Scarf, if they are not holding a Choice Scarf themselves. They can also struggle to revenge kill Haunter if it manages to keep a Substitute up.

**Priority Users**: Priority move users such as Kangaskhan, Abomasnow, and Kabutops bypass Haunter’s high Speed and can pick it off when combined with some previously acquired damage. Sucker Punch users such as Golem and Mawile are notable as it can pick up the OHKO on Haunter, but they must stay wary of Substitute or Will-O-Wisp.

**Specially Defensive Pokemon**: Specially bulky Pokemon such as Ferroseed, Audino, Eelektross, and Kecleon can take a hit from Haunter while dealing a good amount of damage in return. Pokemon like Type: Null can be brought in to take a hit before U-turning out for a better matchup. However, all of these Pokemon can be crippled through Trick or other of Haunter’s utility moves. (good overall)
QC 2/3. Gjob. Get this written up.
0GQXFgn.gif
 
BUY ME AND THEN BAN ME ʕ·ᴥ·ʔ-Today at 10:01 PM
btw asa
if the usage tips and team options for scarf are really bad
feel free to utterly destroy me
in the qc and irl
QC: Megazard / Rip Yogi / ?
GP: ? / ?

haunter.gif


[OVERVIEW]

Haunter is an overall decent offensive threat, being able to serve as a wallbreaker with its Life Orb set or a revenge killer with its Choice Scarf set. This is majorly thanks to its good base 95 Speed tier, which allows it to outspeed Pokemon such as Lilligant and Zangoose, while Speed tying with Pokemon such as Jynx and Primeape. Haunter also has a nice base 115 Special Attack that lets it break through foes. (on its own, this sentence feels kinda incomplete, imo.) This is alongside Haunter’s good Ghost- and Poison-typing that allows it to hit nearly the entire meta neutrally, (you don't hit skuntank, the big one, or pawniard neutrally, so be sure to specify that it's almost all of the meta.) and combines with Levitate to gain Haunter three useful immunities in Ground-, Normal-, and Fighting-types. Haunter also has a vast utility movepool, with access to moves such as Destiny Bond, Trick, Will-O-Wisp, and Substitute, which allow it to better handle its checks and support its teammates. Despite this, Dark-types remain a large problem for Haunter, as foes such as Skuntank resist both its STAB moves while Spiritomb can bypass Substitute, and both can Pursuit trap Haunter or threaten it with Sucker Punch. Although they do fear said utility or potential coverage. Haunter's abysmal defenses leave it unable to switch into even most resisted hits, and it can be easily revenge killed by faster threats and priority users, assuming it does not have a Substitute up. This also leaves it struggling as a Rapid Spin blocker, as it fears moves such as Hitmonchan's Ice Punch. Finally, Haunter faces competition with Oricorio-G, who has several advantages like Calm Mind, better bulk, reliable recovery in Roost, and Dancer to give it an even better matchup against Lilligant. Oricorio-G's Choice Scarf set also has an advantage with its access to U-turn. (ok, so s/o tap for reminding me about this bc it's happened to me but i forgot about it. dancer doesn't activate if oricorio-g is locked into a move, surprisingly enough.) (also, with both offensive cm being as common as it is and defensive cm picking up steam, idk if it's worth mentioning the least common set.) Despite this, Haunter does maintain its viability with its naturally higher Speed and Special Attack stats, a nice offensive typing, and a great movepool. (drop this last sentence, all it does it repeat what's already been established.)

[SET]
name: Life Orb Offensive
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Hidden Power Ground / Dazzling Gleam
move 4: Destiny Bond / Substitute
item: Life Orb
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Shadow Ball is Haunter’s main STAB move, and hits Pokemon such as Mesprit, Golurk, and Weezing for good damage. Sludge Bomb serves as Haunter’s secondary STAB move, which can hit Pokemon such as Clefairy and Alolan Exeggutor super-effectively, and supplies neutral coverage for certain Pokemon that do not mind Shadow Ball like Zangoose. Hidden Power Ground is specifically for Skuntank, as it can pick up a 2HKO if hitting Skuntank on the switch. It can also hit foes such as Pawniard and Specially Defensive Togedemaru (stuff like aggron and probopass is more relevant than specially defensive togedemaru.) for super-effective damage. Dazzling Gleam provides coverage for other Dark-types like Spiritomb and Alolan Raticate, although can still deal decent damage to Skuntank, especially if caught on the switch. Destiny Bond allows Haunter to take a foes down with it if it is KOed, ideally after it has been weakened a reasonable amount through means such as its Life Orb. It can also be used to take down Dark-types such as Spiritomb trying to Pursuit trap Haunter. Substitute is an alternate option that allows Haunter to better face faster foes who could otherwise come in to revenge kill it. It can also create mind games when facing Sucker Punch users such as Skuntank, bar Spiritomb. However, this is all at the cost of 25% of Haunter’s health. Will-O-Wisp is another option for the last slot, as it can be used to cripple physical foes such as Kingler. It is also another way for Haunter to play around Skuntank and Spiritomb, as it bypasses Sucker Punch and cripples them both, even allowing Haunter to barely live non-Black Glasses Jolly Skuntank’s Pursuit when switching out, and a chance to live Spiritomb's.

Set Details
========

252 EVs in Special Attack and a Life Orb allow Haunter to hit as hard as it can, at the cost of taking some chip damage after each attack. 252 EVs in Speed alongside a Timid nature make Haunter outspeed Pokemon such as Zangoose and Calm Mind Oricorio-G, while also Speed tying with other Pokemon with base 95 Speed like non-Choice Scarf Primeape and Leafeon. Levitate is Haunter’s only ability, giving it an immunity to Ground-type attacks, which can create mind games with Pokemon such as Choice Band Mudsdale and Golem before they lock themselves into Earthquake. (replace these two with more relevant users of earthquake like golurk.)

Usage Tips
========

Haunter can utilize its good STAB coverage to serve as a wallbreaker against foes such as Clefairy and Weezing. Furthermore, due to its high Speed, Haunter can also serve as a revenge killer for foes such as Choice Specs Mesprit and unboosted Lilligant. However, if the opponent has a threat such as Skuntank or Spiritomb in the back, in prediction of a switch Haunter can instead go for Hidden Power Ground or Dazzling Gleam respectively to pick up the 2HKO. But stay wary that both cause mind games with their combination of Sucker Punch and Pursuit, although Spiritomb is less so due to the fact that it can bypass Substitute. Therefore, another option is to make a double switch and have teammates weaken these foes until Haunter can pick up the KO with said coverage. If they are brought in, Destiny Bond is an option that can take the foe down with Haunter if they are a threat to the rest of the team or against a predicted Pursuit. Destiny Bond can be similarly used against any other threat, ideally when Haunter is at low health. Substitute can be set up against passive Pokemon such as Clefairy or upon a forced switch, like Choice locked Pokemon such as Primeape locked into Close Combat. It can also be used to take advantage of Pokemon like Skuntank’s Sucker Punch or scout opponents for what move any slower Choice-item Pokemon such as Alolan Exeggutor and Stoutland will lock themselves into. Haunter should not be brought in expecting to take an attack due to its low defenses. However, it can switch into a predicted utility move, such as Golurk’s Stealth Rock, or an immunity such as Zangoose's Facade, but has to watch out for coverage from both. It can also be brought in through a slow pivot user such as Mesprit and Lanturn.

Team Options
========

Fast Pokemon such as Floatzel and Lycanroc benefit from Haunter’s ability to weaken the opposing team, particularly bulkier foes such as Tangela, as it allows them to more easily clean up the match. (mention clefairy here too, since it beats non-taunt variants of specially offensive floatzel.) Physical wallbreakers such as Aggron can break through special walls that Haunter can struggle against such as Audino and Articuno, while Haunter can help against physical walls such as Weezing and Gastrodon. (replace gastrodon mention with something else, thing's gone.) Another good wallbreaker in Stoutland along with Calm Mind Clefairy can help against Spiritomb, while the latter can help against Dark-types in general. (remove stoutland mention for similar reasons.) (calm mind clefairy is not what i'd call a wallbreaker. it's more of a setup sweeper.) Other Dark-type checks include Primeape and Hitmonchan, both of which can also lure in Pokemon such as Mesprit for Haunter. These Fighting-types appreciate Haunter’s ability to weaken or KO Spiritomb with Dazzling Gleam or Destiny Bond. Hazard setters such as Ferroseed, Crustle, Smeargle, and Shuckle appreciate Haunter’s immunity to Rapid Spin, which helps keep the hazards on the field. In return, Haunter benefits from the hazards, as Stealth Rock and Spikes can weaken foes while Sticky Web can slow down faster foes. Many of these hazard setters also appreciate Haunter’s ability to lure and weaken or potentially eliminate Skuntank, who can Defog away the hazards. Other Pokemon who are threatened by Dark-types such as Jynx and Alolan Raichu also benefit from this. Slow pivot users such as Mesprit and Lanturn can help bring Haunter onto the field safely. Mesprit, on top of being another Pokemon who is threatened by Skuntank, (reword this to say that mesprit appreciates haunter potentially luring skuntank with hp ground, the way it's currently worded sounds kinda off.) can also support Haunter with Stealth Rock and Healing Wish, which restores health lost from Life Orb and Substitute, or any other means. Lanturn can also cripple foes with Toxic and serve as a check for faster threats to Haunter like Togedemaru and Swanna.

[SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Destiny Bond
move 4: Trick / Will-O-Wisp
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Shadow Ball serves as Haunter’s main STAB move, which can hit Pokemon like Oricorio-G and Alolan Raichu for super-effective damage. It can also hit Steel-types such as Alolan Dugtrio, who are immune to Sludge Bomb. Sludge Bomb is Haunter’s secondary STAB move, and supplies supper-effective coverage for Pokemon such as Lilligant and Silvally-Fairy, as well as Pokemon that do not mind Shadow Ball such as Pyroar. Destiny Bond is for when Haunter is greatly weakened, as it allows Haunter to potentially take a threat down with it. However, Haunter does not appreciate being locked into it, especially since foes can use it as setup fodder. Trick is used to cripple bulky Pokemon that may try to switch in on Haunter, like Audino and Ferroseed, and gives Haunter potentially useful items such as Leftovers and Eviolite. Will-O-Wisp is an alternate choice that can cripple offensive Pokemon that may try to switch in against Haunter such as Kangaskhan and Togedemaru. It even allows Haunter to take a Pursuit from a non-Black Glasses Jolly Skuntank, and potentially Spiritomb, if switching out on full health.

Set Details
========

252 EVs in Special Attack and Speed, along with a Timid nature, allows Haunter to hit as fast and hard as it can. This Speed, when combined with the Choice Scarf, allows Haunter to outspeed foes such as +1 Lilligant and Choice Scarf Mesprit while Speed tying with Pokemon like +1 Jynx and Choice Scarf Primeape. Levitate makes Haunter immune to all Ground-type attacks and Spikes, and is its only ability. However, it does have the one setback of leaving Haunter unable to absorb Toxic Spikes. (idt that's really worth mentioning.)

Usage Tips
========

Haunter is best used as a revenge killer, coming in to pick up KOes after the foe has been weakened. It can be similarly utilized late-game, after the opposing team has been weakened, to clean up the match. However, throughout the game Haunter can also utilize its good offensive typing to serve as an offensive check to various Pokemon such as Golurk, Alolan Raichu, and Tangela. Haunter should be brought in after a teammate has been KOed or through a slow pivot user such as Mesprit or Eelektross. It should rarely ever be directly switched into an attack, even resisted ones, due to Haunter’s low bulk. If switching into an immunity, it should still watch out for coverage such as Gurdurr’s Knock Off. Haunter can also be switched into a predicted non-offensive move, such as Clefairy’s Stealth Rock or Soft Boiled, although even then has to watch out for moves like Thunder Wave. One Pokemon Haunter will often have to hard switch into is Lilligant. This is because if Lilligant manages to come in against a foe that it can set up Quiver Dance against, Haunter is still able to outspeed Lilligant at +1, although not at +2. But even then, Haunter has to stay wary of Sleep Powder or even an unboosted Giga Drain, which still does a decent amount. When Haunter is brought in, stay wary of what checks the opponents has for Haunter before choosing your move, as it will be locked into the same move. This is especially if these switchins include Pursuit users such as Skuntank and Spiritomb, as if they manage to come in on Haunter locked into a resisted move, they can Pursuit trap it with ease. If at full health, Haunter can go for Will-O-Wisp on a predicted switch into Skuntank, but would still lose most of its health from Pursuit in the process. If Dark-types pose a threat to the rest of the team, Haunter can also use Destiny Bond in such situations. Otherwise, Destiny Bond can be used to take out other potential threats to teams, or to simply pick off a foe late game if Haunter is weakened and has no more use. (something about how haunter should be careful about when it uses destiny bond, since you're locked into it, meaning that if you predict wrong, you lose a ton of momentum.) Also watch out for if the opponent has any potential Choice Scarf users with naturally higher Speeds such as Pyroar and Swanna, as they could otherwise lure Haunter in to pick up a revenge kill. If facing bulkier teams in which Haunter’s Choice Scarf is not needed, it can use Trick to enable it to switch between moves, as well as potentially crippling a foe in the process.

The content as a whole is good here, but I feel like it could be condensed / simplified in order to make it more concise.

Team Options
========

Haunter works well on offensive and balance teams in need of some speed control. Wallbreakers such as Aurorus and Stoutland (rip, maybe replace it with like. kangaskhan.) can help weaken the opposing team before Haunter comes in to clean. They can also help against some walls that give Haunter trouble, such as Articuno and Audino, while in return Haunter can help cripple their walls such as Munchlax and Regirock respectively with Trick or Will-O-Wisp. (nah, it's mainly trick that's crippling these two, will-o-wisp isn't that bad for regirock.) Haunter also struggles against Dark-types, so Dark-types checks such as Silvally-Fairy, Gurdurr, and Hitmonchan are often (idk if this is the best word to use here, i'd always use a dark check when i use haunter, though that's probably me nitpicking.) vital. The latter two appreciate Haunter’s ability to offensively check Psychic-, Fairy- and Ghost-types such as Mesprit, Mr. Mime, and Oricorio-G. Similarly, Water-, Rock-, and Ground-types such as Carracosta, Golem and Mudsdale benefit from Haunter’s ability to check Grass-types such as Lilligant and Tangela, All three can serve as wallbreakers or provide Stealth Rock to weaken foes, depending on their set. The former two also value Haunter’s immunity to Fighting- and Ground-types, although due to Haunter’s poor bulk, more reliable checks such as Mesprit are recommended. Mesprit can also support Haunter with Stealth Rock, Healing Wish, and a slow U-turn to help get Haunter onto the field safely. Other slow pivot users include Eelektross and Probopass. Eelektross also has access to Knock Off, which can cripple Eviolite users such as Ferroseed and slow down faster Choice Scarf holders such as Pyroar and Togedemaru. (eelektross is gonna use flamethrower against togedemaru if it anticipates it to switch in, and it's gonna use volt switch against pyroar unless its team direly needs the choice scarf gone. mention assault vest users like hitmonchan and opposing eelektross instead.) Probopass also proves (provides) Stealth Rock can help against Steel-types that Haunter potentially struggles against, such as Pawniard and the previously mentioned Ferroseed. Finally, Haunter can be run alongside other Pokemon that often hold the Choice Scarf such as Swanna, as this can create mind games with the opponent for whom the Choice Scarf user is.

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

A Choice Specs set supplies Haunter with more power as a wallbreaker, although this is much easier to Pursuit trap and is overall generally better accomplished by Life Orb alongside utility. A combination of Life Orb, Substitute, and Pain Split can be run as a mean to weaken bulkier foes, giving it a good matchup against bulkier teams, while supplying Haunter with a form of recovery, which can especially useful due to Haunter's low HP stat. However, it is overall unreliable, as it leaves Haunter dependent on the amount of health the foe has remaining. Substitute can also be run alongside Disable to potentially stop Skuntanks from using Pursuit, or simply to immobilize Choice locked Pokemon, although it is situational compared Haunter's other utility options. Disable can also be run with Protect for similar effect while allowing Haunter to also switch out against Spiritomb, but is even more situational otherwise. Reflect Type ideally loses Haunter’s weakness to Dark-types, which leads to it serving as another way for Haunter to switch out on Pursuit users such as Skuntank. Despite this, Haunter still takes a decent amount from Pursuit due to its low bulk, and is still OHKOed by Black Glasses Spiritomb on the switch. Hex can be run over Shadow Ball on the Life Orb set as it benefits from Will-O-Wisp and the potential Poison from Sludge Bomb, which allows it to hit harder, although at the cost of less immediate damage. Haunter has access to various coverage options, such as Energy Ball and Hidden Power Fire, which allows it to hit Pokemon like Gastrodon and Ferroseed, (gastrodon is gone in the next shift, so either replace it with another 4x weak pokemon or remove the point entirely.) respectively. However, they have little usage outside of those select Pokemon, and Haunter prefers the utility. Taunt allows Haunter to better handle certain bulky Pokemon such as Type: Null, but is much more situational compared to its other utility options. Sludge Wave has slightly more power than Sludge Bomb, but is overall inferior due to its much lower chance to Poison the foe and picks up no notable KOes that Sludge Bomb cannot. (be sure to implement the change tap mentioned below, it honestly didn't cross my mind that 'sludge bomb' wasn't 'sludge wave' until he pointed it out, i just subconsciously read it as sludge wave.)

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

**Dark-types**: Dark-types such as Skuntank and Spiritomb threaten Haunter with their Priority in Sucker Punch and ability to trap it with Pursuit. Spiritomb also bypasses Substitute, while Skuntank, along with Pawniard, resist both of Haunter’s STAB moves. Other Dark-types include Alolan Raticate, Absol, Shiftry, and Liepard. However, all of these do fear switching into coverage from Haunter or being Burned by Will-O-Wisp.

**Faster Pokemon**: Due to Haunter’s low defenses, it can be revenge killed relatively easily by Pokemon that outspeed it like Pyroar, Floatzel, Swanna, and Togedemaru. However, these Pokemon have to watch out for if Haunter is holding a Choice Scarf, if they are not holding a Choice Scarf themselves. They can also struggle to revenge kill Haunter if it manages to keep a Substitute up.

**Priority Users**: Priority move users such as Kangaskhan, Abomasnow, and Kabutops bypass Haunter’s high Speed and can pick it off when combined with some previously acquired damage. Sucker Punch users such as Golem and Mawile are notable as it can pick up the OHKO on Haunter, but they must stay wary of Substitute or Will-O-Wisp.

**Specially Defensive Pokemon**: Specially bulky Pokemon such as Ferroseed, Audino, Eelektross, and Kecleon can take a hit from Haunter while dealing a good amount of damage in return. Pokemon like Type: Null can be brought in to take a hit before U-turning out for a better matchup. However, all of these Pokemon can be crippled through Trick or other of Haunter’s utility moves.
qc 3/ban pursuit and sucker punch, good work, bud.
smallfutaba.gif
 
Last edited:
[STRATEGY COMMENTS]
Other Options
=============

...Sludge Wave has slightly more power than Sludge Bomb, but is overall inferior due to its much lower chance to Poison the foe and picks up no notable KOes that Sludge Bomb cannot.
I thought this was true too initially until I used it more, but the difference in damage does matter in these matchups:
252 SpA Haunter Sludge Bomb vs. +1 0 HP / 0 SpD Lilligant: 230-272 (81.8 - 96.7%) -- guaranteed 2HKO
252 SpA Haunter Sludge Wave vs. +1 0 HP / 0 SpD Lilligant: 242-288 (86.1 - 102.4%) -- 18.8% chance to OHKO
252 SpA Haunter Sludge Bomb vs. +1 0 HP / 0 SpD Lilligant: 230-272 (81.8 - 96.7%) -- 62.5% chance to OHKO after Stealth Rock
252 SpA Haunter Sludge Wave vs. +1 0 HP / 0 SpD Lilligant: 242-288 (86.1 - 102.4%) -- 93.8% chance to OHKO after Stealth Rock

252 SpA Haunter Sludge Bomb vs. 248 HP / 8 SpD Exeggutor-Alola: 338-402 (86 - 102.2%) -- 12.5% chance to OHKO
252 SpA Haunter Sludge Wave vs. 248 HP / 8 SpD Exeggutor-Alola: 356-422 (90.5 - 107.3%) -- 43.8% chance to OHKO

252 SpA Haunter Sludge Bomb vs. 0 HP / 0 SpD Stoutland: 148-175 (47.5 - 56.2%) -- 82.8% chance to 2HKO
252 SpA Haunter Sludge Wave vs. 0 HP / 0 SpD Stoutland: 156-184 (50.1 - 59.1%) -- guaranteed 2HKO

252 SpA Haunter Sludge Bomb vs. 0 HP / 0 SpD Abomasnow: 308-366 (95.9 - 114%) -- 75% chance to OHKO
252 SpA Haunter Sludge Wave vs. 0 HP / 0 SpD Abomasnow: 326-386 (101.5 - 120.2%) -- guaranteed OHKO

252 SpA Haunter Sludge Bomb vs. 136 HP / 0 SpD Drampa: 147-174 (44.4 - 52.5%) -- 19.9% chance to 2HKO
252 SpA Haunter Sludge Wave vs. 136 HP / 0 SpD Drampa: 154-183 (46.5 - 55.2%) -- 69.5% chance to 2HKO

252 SpA Haunter Sludge Bomb vs. 0 HP / 4 SpD Ludicolo: 270-318 (89.7 - 105.6%) -- 31.3% chance to OHKO
252 SpA Haunter Sludge Wave vs. 0 HP / 4 SpD Ludicolo: 284-336 (94.3 - 111.6%) -- 62.5% chance to OHKO

252 SpA Haunter Sludge Bomb vs. 252 HP / 4 SpD Lurantis: 294-348 (85.4 - 101.1%) -- 6.3% chance to OHKO after Leftovers recovery
252 SpA Haunter Sludge Wave vs. 252 HP / 4 SpD Lurantis: 308-366 (89.5 - 106.3%) -- 37.5% chance to OHKO after Leftovers recovery

252 SpA Haunter Sludge Bomb vs. 48 HP / 0 SpD Silvally-Fairy: 284-336 (82.7 - 97.9%) -- guaranteed 2HKO
252 SpA Haunter Sludge Wave vs. 48 HP / 0 SpD Silvally-Fairy: 300-354 (87.4 - 103.2%) -- 18.8% chance to OHKO

252 SpA Haunter Sludge Bomb vs. 252 HP / 4 SpD Crabominable: 186-220 (46.7 - 55.2%) -- 69.5% chance to 2HKO
252 SpA Haunter Sludge Wave vs. 252 HP / 4 SpD Crabominable: 196-232 (49.2 - 58.2%) -- 98% chance to 2HKO
252 SpA Life Orb Haunter Sludge Bomb vs. 0 HP / 4 SpD Swanna: 253-300 (86.9 - 103%) -- 18.8% chance to OHKO
252 SpA Life Orb Haunter Sludge Wave vs. 0 HP / 4 SpD Swanna: 269-317 (92.4 - 108.9%) -- 50% chance to OHKO

252 SpA Life Orb Haunter Sludge Bomb vs. 0 HP / 4 SpD Articuno: 144-172 (44.8 - 53.5%) -- 33.6% chance to 2HKO
252 SpA Life Orb Haunter Sludge Wave vs. 0 HP / 4 SpD Articuno: 153-181 (47.6 - 56.3%) -- 83.2% chance to 2HKO

252 SpA Life Orb Haunter Sludge Bomb vs. 0 HP / 0 SpD Zangoose: 265-313 (92.3 - 109%) -- 56.3% chance to OHKO after toxic damage
252 SpA Life Orb Haunter Sludge Wave vs. 0 HP / 0 SpD Zangoose: 281-331 (97.9 - 115.3%) -- 81.3% chance to OHKO after toxic damage
There are a few more of these examples (only if you go lower on the VR), but these calculations show slightly better rolls for Sludge Bomb if you're running Life Orb, and much better rolls for Sludge Wave if you're running Choice Scarf. I think the sets should be edited accordingly (LO = Sludge Bomb / Scarf = Sludge Wave, with Sludge Wave taken out of OO), UberSkitty.
 
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Haunter is an overall decent offensive threat, being able to serve as a wallbreaker with its Life Orb set or as a revenge killer with its Choice Scarf set. This is majorly mostly thanks to its good base 95 Speed tier, which allows it to outspeed Pokemon such as Lilligant and Zangoose (RC) while Speed tying and Speed tie with Pokemon such as Jynx and Primeape. Its base 115 Special Attack allows Haunter to even more reliably revenge kill such Pokemon (RC) or break through bulkier Pokemon such as Weezing and Tangela. This is alongside Furthermore, Haunter’s good Ghost- and Poison- Ghost / Poison typing that allows it to hit almost the entire metagame neutrally (RC) and combines with Levitate to gain give Haunter three useful immunities in Ground, Normal, (RH) and Fighting-types. Haunter also has a vast utility movepool, with access to moves such as Destiny Bond, Trick, Will-O-Wisp, and Substitute, which allow it to better handle its checks and support its teammates. Despite this, Dark-types remain a large problem for Haunter, as foes such as Skuntank resist both its STAB moves while Spiritomb can bypass Substitute, and both can Pursuit trap Haunter or threaten it with Sucker Punch, (comma) although they do fear said utility or potential coverage. Haunter's abysmal defenses leave it unable to switch into even most resisted hits, and it can be easily revenge killed by faster threats and priority users, assuming it does not have a Substitute up. This also leaves it struggling as a Rapid Spin spinblocker, as it fears moves such as Hitmonchan's Ice Punch. Finally, Haunter faces competition with Oricorio-G, who which has several advantages like access to Calm Mind, better bulk, reliable recovery in Roost, and Dancer to give it an even better matchup against Lilligant.

[SET]
name: Life Orb Offensive
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Hidden Power Ground / Dazzling Gleam
move 4: Destiny Bond / Substitute
item: Life Orb
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Shadow Ball is Haunter’s main STAB move, and hits hitting Pokemon such as Mesprit, Golurk, and Weezing for good damage. Sludge Bomb serves as Haunter’s secondary STAB move, which can hit Pokemon such as Clefairy and Alolan Exeggutor super effectively (RH, RC) and supplies neutral coverage for certain Pokemon that do not mind Shadow Ball like Zangoose. Hidden Power Ground is specifically for Skuntank, as it can pick picking up a 2HKO if hitting Skuntank on the switch. It can also hit foes such as Pawniard and Probopass. for super effective (RH) damage. Dazzling Gleam provides coverage for other Dark-types like Spiritomb and Alolan Raticate, although it can still deal decent damage to Skuntank, especially if it's caught on the switch. Destiny Bond allows Haunter to take a foes foe down with it if it is KOed, ideally after it has been weakened a reasonable amount through means such as its Life Orb. It can also be used to take down Dark-types such as Spiritomb trying to Pursuit trap Haunter. Substitute is an alternate option that allows Haunter to better face take on faster foes who that could otherwise come in to revenge kill it. It can also create mind games when facing Sucker Punch users such as Skuntank, bar Spiritomb. However, this is all at the cost of 25% of Haunter’s health. (dex info this way) Will-O-Wisp is another option for the last slot, as it can be used to cripple physical foes such as Kingler. It is also another way for Haunter to play around Skuntank and Spiritomb, as it bypasses Sucker Punch and cripples them both, even allowing Haunter to barely live take non-Black Glasses Jolly Skuntank’s Pursuit when switching out (RC) and a chance to live potentially survive Spiritomb's too.

Set Details
========

252 EVs in Special Attack and a Life Orb allow Haunter to hit as hard as it can, at the cost of taking some chip damage after each attack. 252 EVs in Speed alongside a Timid nature make let Haunter outspeed Pokemon such as Zangoose and Calm Mind Oricorio-G (RC) while also Speed tying with other Pokemon with base 95 Speed like non-Choice Scarf Primeape and Leafeon. Levitate is Haunter’s only ability, giving it an immunity to Ground-type attacks, which can furthermore create mind games with Pokemon such as Choice Band Mudsdale before they lock themselves into Earthquake.

Usage Tips
========

Haunter can utilize its good STAB coverage to serve as a wallbreaker against foes such as Clefairy and Weezing. Furthermore, due to its high Speed, Haunter can also serve as a revenge killer for foes such as Choice Specs Mesprit and unboosted Lilligant. However, if the opponent has a threat such as Skuntank or Spiritomb in the back, in prediction of a switch Haunter can instead predict the switch and go for Hidden Power Ground or Dazzling Gleam respectively instead to pick up the 2HKO. But However, stay wary that both cause mind games with their combination of Sucker Punch and Pursuit, although Spiritomb is less so due to the fact that it can bypass Substitute. Therefore, another option is to make a double switch and have teammates weaken these foes until Haunter can pick up the KO with said coverage. If they are brought in, Destiny Bond is an option that can take the foe them down with Haunter if they are a threat to the rest of the team or against a predicted if you predict them to take out Haunter with Pursuit. Destiny Bond can be similarly used against any other threat, ideally when Haunter is at low health. Substitute can be set up against passive Pokemon such as Clefairy or upon a forced switch, like against Choice-locked Pokemon such as Primeape Choice-locked into Close Combat. It can also be used to take advantage of Pokemon attacks like Skuntank’s Sucker Punch or to scout opponents for what move any slower Choice item (RH) Pokemon such as Alolan Exeggutor and Stoutland will lock themselves into. Haunter should not be brought in expecting to take an attack due to its low defenses. However, it can switch into a predicted utility move, such as Golurk’s Stealth Rock, or an immunity a move it's immune to such as Zangoose's Facade, but though it has to watch out for coverage from both. It can also be brought in through a slow pivot such as Mesprit and or Lanturn.

Team Options
========

Fast Pokemon such as Floatzel and Lycanroc benefit from Haunter’s ability to weaken the opposing team, particularly bulkier foes such as Clefairy and Tangela, as it allows them to more easily clean up the match opposing team. Physical wallbreakers such as Aggron can break through special walls that Haunter can struggle against such as Audino and Articuno, while Haunter can help against physical walls such as Weezing and Torterra. Haunter largely benefits from Dark-type checks to Dark-types, especially Pokemon such as Calm Mind Clefairy, who which can 1v1 beat RestTalk Spiritomb one-on-one. Other Dark-type checks include Primeape and Hitmonchan, both of which can also lure in Pokemon such as Mesprit for Haunter. These Fighting-types appreciate Haunter’s ability to weaken or KO Spiritomb with Dazzling Gleam or Destiny Bond. Entry hazard setters such as Ferroseed, Crustle, Smeargle, and Shuckle appreciate Haunter’s immunity to Rapid Spin, which helps keep their hazards on the field. In return, Haunter benefits from the hazards, as Stealth Rock and Spikes can weaken foes while Sticky Web can slow down faster foes. Many of these hazard setters also appreciate Haunter’s ability to lure and weaken or potentially eliminate Skuntank, who which can Defog away the hazards. Other Pokemon who that are threatened by Dark-types such as Jynx and Alolan Raichu also benefit from this. Slow pivots such as Mesprit and Lanturn can help bring Haunter onto the field safely. Mesprit, on top of being another Pokemon who that benefits from Skuntank being taken out, can also support Haunter with Stealth Rock and Healing Wish, which restores health lost from Life Orb and Substitute, or any other means. Lanturn can also cripple foes with Toxic and serve as a check for faster threats to Haunter like Togedemaru and Swanna.

[SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Destiny Bond
move 4: Trick / Will-O-Wisp
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Shadow Ball serves as Haunter’s main STAB move, which can hit Pokemon like Oricorio-G and Alolan Raichu for super effective (RH) damage. It can also hit Steel-types such as Alolan Dugtrio, who which are immune to Sludge Wave. Sludge Wave is Haunter’s secondary STAB move, and supplies supper-effective super effective coverage for Pokemon such as Lilligant and Silvally-Fairy, as well as hitting Pokemon that do not mind Shadow Ball such as Pyroar. Destiny Bond is for when Haunter is greatly weakened, as it allows Haunter to potentially take a threat down with it. However, Haunter does not appreciate being locked into it, especially since foes can use it as setup fodder. Trick is used to cripple bulky Pokemon that may try to switch in on Haunter, like Audino and Ferroseed, and gives Haunter potentially useful items such as Leftovers and Eviolite. Will-O-Wisp is an alternate choice that can cripple offensive Pokemon that may try to switch in against Haunter such as Kangaskhan and Togedemaru. It even allows Haunter to take a Pursuit from a non-Black Glasses Jolly Skuntank, and potentially Spiritomb, if switching out on full health.

Set Details
========

252 EVs in Special Attack and Speed, along with a Timid nature, allows allow Haunter to hit as fast and hard as it can. This Speed, when combined with the Choice Scarf, allows Haunter to outspeed foes such as +1 Lilligant and Choice Scarf Mesprit while Speed tying with Pokemon like +1 Jynx and Choice Scarf Primeape. Levitate makes Haunter immune to all Ground-type attacks and Spikes and is its only ability.

Usage Tips
========

Haunter is best used as a revenge killer or late-game cleaner. However, throughout the game Haunter can utilize its good offensive typing to serve as an offensive check to various Pokemon such as Golurk, Alolan Raichu, and Tangela. Haunter should be brought in after a teammate has been KOed or through a slow pivot such as Mesprit or Eelektross; (SC) due to its low bulk, Haunter should rarely be directly into an attack, even resisted ones. If switching into an immunity, it should still watch out for coverage such as Gurdurr’s Knock Off. Haunter similarly can be switched into a predicted non-offensive move, such as Clefairy’s Stealth Rock or Soft-Boiled, (AH) but it still has to watch out for moves like Thunder Wave. Lilligant is a Pokemon Haunter will often have to hard switch into, on a predicted Quiver Dance. This is because allowing Lilligant to set up more than one Quiver Dance leads to Haunter no longer outspeeding it. But even then Haunter has to watch out for Sleep Powder or even an unboosted Giga Drain. When Haunter is brought in, stay wary of what checks the opponent has for Haunter, as it will be locked into the same move until it is switched out. This is especially if their switchins switch-ins include Pursuit users such as Skuntank and Spiritomb, as which can Pursuit trap Haunter with ease if they manage to come in on Haunter when it is locked into a resisted move, they can Pursuit trap it with ease. If Dark-types pose a threat to the rest of your team, Haunter can use Destiny Bond in such situations. Destiny Bond can also be used to take out any other potential threats to the team or pick off a foe late-game if Haunter is weakened or has no more use. On the contrary other hand, be careful when using Destiny Bond, as it can be abused exploited by the opponent and lead to a huge momentum drain. Watch out for any potential Choice Scarf users with naturally higher Speeds such as Pyroar and Swanna, as they could otherwise lure Haunter in, thinking it can outspeed. If facing bulkier teams, (AC) in which case Haunter’s Choice Scarf is not needed, it Haunter can use Trick to enable it to switch between moves, as well as potentially crippling a foe in the process.

Team Options
========

Haunter works well on offensive and balance teams in need of speed control a way to keep faster foes in check. Wallbreakers such as Aurorus and Kangaskhan can help weaken the opposing team before Haunter comes in to clean. They can also help against some walls that give Haunter trouble, such as Articuno and Audino, while in return Haunter can also help cripple their walls Pokemon that wall them such as Munchlax and Regirock respectively with Trick. Haunter also struggles against Dark-types, so Dark-types checks to them such as Silvally-Fairy, Gurdurr, and Hitmonchan are vital. The latter two also appreciate Haunter’s ability to offensively check Psychic-, Fairy- and Ghost-types such as Mesprit, Mr. Mime, and Oricorio-G. Similarly, Water-, Rock-, and Ground-types such as Carracosta, Golem and Mudsdale benefit from Haunter’s ability to check Grass-types such as Lilligant and Tangela, All three can serve as wallbreakers or provide Stealth Rock to weaken foes, depending on their set. The former two also value Haunter’s immunity to Fighting- and Ground-types, although due to Haunter’s poor bulk, more reliable checks such as Mesprit are recommended. Mesprit can also support Haunter with Stealth Rock, Healing Wish, and a slow U-turn to help get Haunter onto the field safely. Other slow pivots include Eelektross and Probopass. Eelektross also has access to Knock Off, which can cripple Eviolite and Assault Vest users such as Ferroseed and Hitmonchan. Probopass also provides Stealth Rock and can help against Steel-types that Haunter potentially struggles against, such as Pawniard and the previously mentioned Ferroseed. Finally, Haunter can be run alongside other Pokemon that often hold the Choice Scarf such as Swanna, as this can create mind games with the opponent for whom the Choice Scarf user is.

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

A Choice Specs set supplies Haunter with more power as a wallbreaker, although this set is much easier to Pursuit trap and ithis role is overall generally better accomplished performed by Life Orb variants, alongside which also provide utility. A combination of Life Orb, Substitute, and Pain Split can be run as a mean means to weaken bulkier foes, giving it Haunter a good matchup against bulkier teams (RC) while also supplying Haunter it with a form of recovery, which can especially useful due to Haunter's low HP stat. However, it is overall unreliable, as it leaves Haunter dependent on the amount of health the foe has remaining. Substitute can also be run alongside Disable to potentially stop Skuntanks Skuntank from using Pursuit (RC) or simply to immobilize Choice-locked (AH) Pokemon, although it is situational compared Haunter's other utility options. Disable can also be run with Protect for a similar effect while allowing Haunter to also switch out against Spiritomb, but it is even more situational otherwise. Reflect Type ideally loses removes Haunter’s weakness to Dark-types, which leads to it serving as another way for Haunter to switch out on Pursuit users such as Skuntank. Despite this, Haunter still takes a decent amount from Pursuit due to its low bulk, and it is still OHKOed by Black Glasses Spiritomb on the switch. Hex can be run over Shadow Ball on the Life Orb set, (AC) as it benefits from Will-O-Wisp and the potential poison from Sludge Bomb, which allows it to hit harder, although at the cost of less immediate damage. Haunter has access to various coverage options, such as Energy Ball and Hidden Power Fire, which allows allow it to hit Pokemon like Carracosta and Ferroseed, respectively. However, they have little usage outside of those select Pokemon, and Haunter prefers the utility. Taunt allows Haunter to better handle certain bulky Pokemon such as Type: Null (RC) but is much more situational compared to its other utility options.

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

**Dark-types**: Dark-types such as Skuntank and Spiritomb threaten Haunter with their priority in Sucker Punch and ability to trap it with Pursuit. Spiritomb also bypasses Substitute, while Skuntank, along with Pawniard, resist resists both of Haunter’s STAB moves. Other Dark-types include Alolan Raticate, Absol, Shiftry, and Liepard. However, all of these do fear switching into coverage from Haunter or being burned by Will-O-Wisp.

**Faster Pokemon**: Due to Haunter’s low defenses, it can be revenge killed relatively easily by Pokemon that outspeed it like Pyroar, Floatzel, Swanna, and Togedemaru. However, these Pokemon have to watch out for if Haunter is holding a Choice Scarf, if they are not holding a Choice Scarf themselves. They can also struggle to revenge kill Haunter if it manages to keep a Substitute up.

**Priority Users**: Priority move users such as Kangaskhan, Abomasnow, and Kabutops bypass Haunter’s high Speed and can pick it off when combined with some previously acquired damage. Sucker Punch users such as Golem and Mawile are notable, (AC) as it the move can pick up the OHKO on Haunter, but they must stay wary of Substitute or Will-O-Wisp.

**Specially Defensive Pokemon**: Specially bulky Pokemon such as Ferroseed, Audino, Eelektross, and Kecleon can take a hit from Haunter while dealing a good amount of damage in return. Pokemon like Type: Null can be brought in to take a hit before U-turning out for a better matchup. However, all of these Pokemon can be crippled through Trick or other of Haunter’s utility moves.
 
Last edited:
GP 2/2
remove add comments

[OVERVIEW]

Haunter is an overall decent offensive threat, being able to serve as a wallbreaker with its Life Orb set or as a revenge killer with its Choice Scarf set. This is mostly thanks to its good base 95 Speed tier, which allows it to outspeed Pokemon such as Lilligant and Zangoose and Speed tie with Pokemon such as Jynx and Primeape. Its Base 115 Special Attack allows Haunter to even more reliably revenge kill such Pokemon or break through bulkier Pokemon such as Weezing and Tangela. Furthermore, Haunter’s good Ghost / Poison typing allows it to hit almost the entire metagame neutrally with STAB attacks and combines with Levitate to give Haunter three useful immunities in Ground, Normal, and Fighting. Haunter also has a vast utility movepool, (comma) with access to that includes moves such as Destiny Bond, Trick, Will-O-Wisp, and Substitute, which allows it to better handle its checks and support its teammates. Despite this, Dark-types remain are always a large problem for Haunter, as foes such as Skuntank resists both of its STAB moves while Spiritomb can bypass Substitute, and both can Pursuit trap Haunter or threaten it with Sucker Punch, although they do fear said utility or potential coverage certain utility or coverage moves. Haunter's abysmal defenses leave it unable to switch into even most resisted hits, and it can be easily revenge killed by faster threats and priority users, (comma) assuming it does not have a Substitute up. This also leaves it struggling makes it tricky to use as a spinblocker, as it fears moves such as Hitmonchan's Ice Punch. Finally, Haunter faces competition with from Oricorio-G, which has several advantages like boasts access to Calm Mind, better bulk, reliable recovery in Roost, and Dancer to give it an even better matchup against Lilligant.

[SET]
name: Life Orb
move 1: Shadow Ball
move 2: Sludge Bomb
move 3: Hidden Power Ground / Dazzling Gleam
move 4: Destiny Bond / Substitute
item: Life Orb
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Shadow Ball is Haunter’s main STAB move, hitting Pokemon such as Mesprit, Golurk, and Weezing for good damage. Sludge Bomb serves as Haunter’s secondary STAB move, which can hit Pokemon such as Clefairy and Alolan Exeggutor super effectively and supplies neutral coverage for certain Pokemon that do not mind Shadow Ball like Zangoose. Hidden Power Ground is specifically used to 2HKO Skutank on the switch for Skuntank, picking up a 2HKO if hitting Skuntank on the switch. It can also hit foes such as Pawniard and Probopass. (per) for super effective damage. Dazzling Gleam provides coverage for other Dark-types like Spiritomb and Alolan Raticate, although it can still deal decent damage to Skuntank, especially if it's caught on the switch. Destiny Bond allows Haunter to take a foe down with it if it is KOed, ideally after it has been weakened a reasonable amount through means such as its Life Orb. It can also be used to take down eliminate Dark-types such as Spiritomb trying to Pursuit trap Haunter such as Spiritomb. Substitute is an alternate option alternative that allows Haunter to better take on faster foes that could otherwise come in to revenge kill it. It can also create mind games when facing Sucker Punch users such as Skuntank, bar but not Spiritomb. Will-O-Wisp is another option for the last slot, as it can be used to cripple physical foes such as Kingler. It is also another way for Haunter to play around Skuntank and Spiritomb, as it bypasses Sucker Punch and cripples them both, even allowing Haunter to barely take non-Black Glasses Jolly Skuntank’s Pursuit when switching out and potentially survive Spiritomb's too.

Set Details
========

252 EVs in Special Attack and a Life Orb allow Haunter to hit as hard as it can, (comma) at the cost of taking some chip damage after each attack. 252 EVs in Speed alongside a Timid nature let Haunter outspeed Pokemon such as Zangoose and Calm Mind Oricorio-G while also Speed tying with other Pokemon with base 95 Speed like non-Choice Scarf Primeape and Leafeon. Levitate is Haunter’s only ability, giving it an immunity to Ground-type attacks, which can furthermore create mind games with make Pokemon such as like Choice Band Mudsdale think twice before they lock themselves into Earthquake.

Usage Tips
========

Haunter can utilize its good STAB coverage to serve as a wallbreaker against foes such as Clefairy and Weezing. Furthermore, due to its high Speed, Haunter it can also serve as a revenge killer for foes such as Choice Specs Mesprit and unboosted Lilligant. However, if the opponent has a threat such as Skuntank or Spiritomb in the back ready to switch in, Haunter can predict the switch and go for Hidden Power Ground or Dazzling Gleam instead to pick up the 2HKO it. However, stay wary aware that both cause mind games with their combination of Sucker Punch and Pursuit, although Spiritomb is less so affected due to the fact that it can bypass Substitute. Therefore, another option is to make a double switch and have teammates weaken these foes until Haunter can pick up the KO. If they are brought in, Destiny Bond is an option that can take them down with Haunter if they are a threat to the rest of the team or if you predict them to take out Haunter with Pursuit. Destiny Bond can be similarly used against any other threat, ideally when Haunter is at low health. Substitute can be set up against passive Pokemon such as Clefairy or upon a forced switch, (comma) like against Primeape Choice-locked into Close Combat. It can also be used to take advantage of attacks like Skuntank’s Sucker Punch or to scout for what move any slower Choice item Pokemon such as Drampa will lock themselves into. Haunter should not be brought in expecting to take an attack due to its low defenses. However, it can switch into a predicted utility move, such as Golurk’s Stealth Rock, or a move it's immune to such as Zangoose's Facade, though it has to watch out for coverage from both. It can also be brought in through a slow pivot such as Mesprit or Lanturn.

Team Options
========

Fast Pokemon such as Floatzel and Lycanroc benefit from Haunter’s ability to weaken the opposing team, particularly bulkier foes such as Clefairy and Tangela, as it allows them to more easily clean up the opposing team. Physical wallbreakers such as Aggron can break through special walls that Haunter can struggle against such as Audino and Articuno, while Haunter can help against physical walls such as Weezing and Torterra. Haunter largely most benefits from checks to Dark-types, especially Pokemon such as Calm Mind Clefairy, which can beat RestTalk Spiritomb one-on-one. Other Dark-type checks include Primeape and Hitmonchan, both of which can also lure in Pokemon such as Mesprit for Haunter. These Fighting-types appreciate Haunter’s ability to weaken or KO Spiritomb with Dazzling Gleam or Destiny Bond as well. Entry hazard setters such as Ferroseed, Crustle, Smeargle, and Shuckle appreciate Haunter’s immunity to Rapid Spin, which helps keep their hazards on the field. In return, Haunter benefits from the hazards, as Stealth Rock and Spikes can weaken foes while Sticky Web can slow down faster foes. Many of these hazard setters also appreciate Haunter’s ability to lure and weaken or potentially eliminate Skuntank, which can Defog away the hazards is a common Defogger. Other Pokemon that are threatened by Dark-types such as Jynx and Alolan Raichu also benefit from this. Slow pivots such as Mesprit and Lanturn can help bring Haunter onto the field safely. Mesprit, on top of being another Pokemon that benefits from Skuntank being taken out, can also support Haunter with Stealth Rock and Healing Wish. Lanturn can also cripple foes with Toxic and serve as a check for faster threats to Haunter revenge killers like Togedemaru and Swanna.

[SET]
name: Choice Scarf
move 1: Shadow Ball
move 2: Sludge Wave
move 3: Destiny Bond
move 4: Trick / Will-O-Wisp
item: Choice Scarf
ability: Levitate
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Shadow Ball serves as Haunter’s main STAB move, which can hit Pokemon like Oricorio-G and Alolan Raichu for super effective damage, (comma) serves as Haunter’s main STAB move. It can also hit Steel-types such as Alolan Dugtrio, which are immune to Sludge Wave. Sludge Wave is Haunter’s secondary STAB move, and supplies supplying super effective coverage for Pokemon such as Lilligant and Silvally-Fairy, (comma) as well as hitting Pokemon that do not mind Shadow Ball such as Pyroar. Destiny Bond is for when Haunter is greatly weakened, as it allows Haunter to potentially take a threat down with it. However, Haunter does not appreciate being locked into it, especially since foes can use it as setup fodder. Trick is used to cripple bulky Pokemon that may try to switch in on Haunter, like Audino and Ferroseed, and gives Haunter potentially useful items such as Leftovers and Eviolite. Will-O-Wisp is an alternate choice alternative that can cripple offensive Pokemon that may try to switch in against Haunter such as Kangaskhan and Togedemaru. It even allows Haunter to take a Pursuit from a non-Black Glasses Jolly Skuntank, and potentially Spiritomb, if switching out on at full health.

Set Details
========

252 EVs in Special Attack and Speed, along with a Timid nature, allow Haunter to hit as fast and hard as it can. This Speed, (comma) when combined with the a Choice Scarf, (comma) allows Haunter to outspeed foes such as +1 Lilligant and Choice Scarf Mesprit while Speed tying with Pokemon like +1 Jynx and Choice Scarf Primeape. Levitate makes Haunter immune to all Ground-type attacks and Spikes.

Usage Tips
========

Haunter is best used as a revenge killer or late-game cleaner. However, throughout the game Haunter can also utilize its good offensive typing to serve as an offensive check to various Pokemon such as Golurk, Alolan Raichu, and Tangela throughout the game. Haunter should be brought in after a teammate has been KOed or through a slow pivot such as Mesprit or Eelektross; due to its low bulk, Haunter should rarely be switched directly into an attack, even resisted ones. If switching into an immunity, it should still watch out for coverage such as Gurdurr’s Knock Off. Haunter similarly can be switched into a predicted non-offensive move, harmless status move such as Clefairy’s Stealth Rock or Soft-Boiled, but it still has to watch out for moves like Thunder Wave. Lilligant is a Pokemon Haunter will often have to hard directly switch into, (comma) on a predicted Quiver Dance., (comma) since +2 Lilligant is faster than Choice Scarf Haunter This is because allowing Lilligant to set up more than one Quiver Dance leads to Haunter no longer outspeeding it. But even then Even then, however, Haunter has to watch out for Sleep Powder or even an unboosted Giga Drain. When Haunter is brought in, stay wary aware of what checks the opponent has for Haunter it, as it will be locked into the same move until it is switched out. This is especially important if their switch-ins include Pursuit users such as Skuntank and Spiritomb, which can Pursuit trap Haunter with ease if they manage to come in when it is locked into a resisted move. If Dark-types pose a threat to the rest of your team, Haunter can use Destiny Bond in such situations. Destiny Bond can also be used to take out any other potential threats to the team or pick off a foe late-game if Haunter is weakened or has no more use. On the other hand, be careful when using Destiny Bond, as it can be exploited by the opponent and lead to be a huge momentum drain. Watch out for any potential Choice Scarf users with naturally higher Speeds such as Pyroar and Swanna, as they could otherwise lure Haunter in, thinking it can outspeed. If facing bulkier teams, in which case Haunter’s Choice Scarf is not needed, Haunter can use Trick to switch between moves, (comma) as well as and potentially crippling cripple a foe in the process.

Team Options
========

Haunter works well on offensive and balance teams in need of a way to keep faster foes in check. Wallbreakers such as Aurorus and Kangaskhan can help weaken the opposing team before Haunter comes in to clean. They can also help against some walls that give Haunter trouble, such as Articuno and Audino, while in return Haunter can also help cripple Pokemon that wall them such as Munchlax and Regirock with Trick. Haunter also struggles against Dark-types, so checks to them such as Silvally-Fairy, Gurdurr, and Hitmonchan are vital. The latter two also appreciate Haunter’s ability to offensively check Psychic-, Fairy- and Ghost-types such as Mesprit, Mr. Mime, and Oricorio-G. Similarly, Water-, Rock-, and Ground-types such as Carracosta, Golem, (comma) and Mudsdale benefit from Haunter’s ability to check Grass-types such as Lilligant and Tangela,. (per) All three can serve as wallbreakers or provide Stealth Rock to weaken foes, depending on their set. The former two also value Haunter’s immunity to Fighting-(hyp) and Ground-types, although due to Haunter’s poor bulk, more reliable checks such as Mesprit are recommended. Mesprit can also support Haunter with Stealth Rock, Healing Wish, and a slow U-turn to help get Haunter onto the field safely. Other slow pivots include Eelektross and Probopass. Eelektross also has access to Knock Off, which can cripple Eviolite and Assault Vest users such as Ferroseed and Hitmonchan. Probopass also provides Stealth Rock and can help against Steel-types that Haunter potentially struggles against, (comma) such as Pawniard and the previously mentioned Ferroseed. Finally, Haunter can be run alongside other Pokemon that often hold the use Choice Scarf such as Swanna, as this can create mind games with for the opponent.

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

A Choice Specs set supplies Haunter with more power as a wallbreaker, although this set is much easier to Pursuit trap and this role is overall generally better performed by Life Orb variants, which also provide utility. A combination of Life Orb, Substitute, and Pain Split can be run as a means to weaken bulkier foes, giving Haunter a good matchup against bulkier teams while also supplying it with a form of recovery, which can especially useful due to Haunter's low HP stat. However, it is overall unreliable, as it leaves Haunter dependent on the amount of health the foe has remaining. Substitute can also be run alongside Disable to potentially stop Skuntank from using Pursuit or simply to immobilize Choice-locked Pokemon, although it is situational compared Haunter's other utility options. Disable can also be run with Protect for a similar effect while allowing Haunter to also switch out against Spiritomb, but it is even more situational otherwise. Reflect Type ideally removes Haunter’s weakness to Dark-types, serving as another way for Haunter to switch out on against Pursuit users such as Skuntank. Despite this, Haunter still takes a decent amount damage from Pursuit due to its low bulk, and it is still OHKOed by Black Glasses Spiritomb on the switch. Hex can be run over Shadow Ball on the Life Orb set, as it benefits from Will-O-Wisp and the potential poison from Sludge Bomb, which allows it to hit harder, although at the cost of less immediate damage. Haunter has access to various coverage options, such as Energy Ball and Hidden Power Fire, which allow it to hit Pokemon like Carracosta and Ferroseed, respectively. However, they have little usage outside of those select Pokemon, and Haunter prefers the utility. Taunt allows Haunter to better handle certain bulky Pokemon such as Type: Null but is much more situational compared to its other utility options.

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

**Dark-types**: Dark-types such as Skuntank and Spiritomb threaten Haunter with their priority in Sucker Punch and ability to trap it with Pursuit. Spiritomb also bypasses Substitute, while Skuntank, along with Pawniard, resists both of Haunter’s STAB moves. Other Dark-types include Alolan Raticate, Absol, Shiftry, and Liepard. However, all of these do fear switching into coverage from Haunter or being burned by Will-O-Wisp.

**Faster Pokemon**: Due to Haunter’s low defenses, it can be revenge killed relatively easily by Pokemon that outspeed it like Pyroar, Floatzel, Swanna, and Togedemaru. However, these Pokemon have to watch out for if Choice Scarf Haunter is holding a Choice Scarf, if they are not holding a Choice Scarf themselves. They can also struggle to revenge kill Haunter if it manages to keep a Substitute up.

**Priority Users**: Priority move users such as Kangaskhan, Abomasnow, and Kabutops bypass Haunter’s high Speed and can pick it off when combined with after some previously acquired damage. Sucker Punch users such as Golem and Mawile are notable, as the move can pick up the OHKO on Haunter, but they must stay be wary of Substitute or Will-O-Wisp.

**Specially Defensive Pokemon**: Specially bulky Pokemon such as Ferroseed, Audino, Eelektross, and Kecleon can take a hit from Haunter while dealing a good amount of damage in return. Pokemon like Type: Null can be brought in to take a hit before U-turning out using U-turn for a better matchup. However, all of these Pokemon can be crippled through Trick or other of Haunter’s other utility moves.
 
Last edited:
Back
Top