Trick Ring Target Spiritomb
Spiritomb @
Ring Target
Ability: Infiltrator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Night Shade
- Will-O-Wisp/Toxic
- Pain Split
-
Trick
General idea
Here we have Spiritomb with the combination of Trick + Ring Target, which I think it is useful in many ways.
Are you a Normal-type check and so you are immune to Night Shade? Not anymore. Night Shade is a great option here because it doesn't need EVs investment.
Are you immune to Electric moves because you are a Ground-type pokemon? Not anymore and this can be useful for a teammate.
Keep in mind that Ring Target removes only the holder's
type immunities to moves.
Both WoW and Toxic are good options If your team has problem to get past bulky pokemons pick Toxic; if your team has troubles with physical attackers, pick WoW.
Don't forget that you can fish Leftovers from your opponent or simply steal it in order to switch it again, thus ruining the opponent's gameplan.
The ability Infiltrator is the preferred one because it allows to connect Trick (but even the remaining moves) despite Substitute and Screens.
This set suffers the "best of 3 syndrome": it works well if it is unexpected.
By the way, normally nobody attacks Spiritomb with Fightning, Normal or Psychic-attacking moves, so don't switch-in in none of those otherwise you will reveal immediately Ring Target.
Simply, put Spiritomb onto the battlefield and you'll catch your opponent totally off-guard, so a low U-turn/Volt Switch support is appreciated.
Team(mates) support
The possibility to remove immunities through Ring Target opens a lot of possibilities because the opponent has to forget the Ground immunity to Electric, the Normal immunity to Ghost (and viceversa), the Fairy immunity to Dragon and so on...
As previously mentioned, a low U-turn/Volt Switch support is appreciated to allow Spiritomb to enter onto the battlefield without revealing its item, which is why this set was designed for.