PU Spiritomb

asa

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[OVERVIEW]

Spiritomb's good defensive typing, which gives it three useful immunities to Fighting, Psychic, and Normal, decent bulk, and access to a fairly solid support movepool with moves like Will-O-Wisp, Taunt, and Calm Mind give it great defensive presence. Spiritomb is also capable of providing useful offensive support to teams threatened by Pokemon like Mesprit, Haunter, and Oricorio-G due to its access to a fairly strong Pursuit and Sucker Punch, giving its Pursuit Trapper set a good mix of attributes. Spiritomb is also capable of acting as a bulky setup sweeper on bulkier teams because of its access to Calm Mind. However, Spiritomb's solid mixed bulk is offset by its low HP, and its lack of reliable recovery in tandem with its vulnerability to entry hazards only makes wearing it down easier, which can hurt its longevity in longer matches. CroTomb is forced to rely on Rest for recovery, which can be taken advantage of by strong attackers like Kingler. Spiritomb's low Speed also tends to leave it more reliant on Sucker Punch than it would like to be, which can be capitalized on by setup sweepers such as Lilligant.

[SET]
name: Pursuit Trapper
move 1: Pursuit
move 2: Sucker Punch
move 3: Foul Play / Psychic
move 4: Will-O-Wisp
item: Aguav Berry / Black Glasses
ability: Infiltrator
nature: Adamant / Brave
evs: 248 HP / 252 Atk / 8 Def

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

Pursuit allows Spiritomb to trap and severely weaken mainly Ghost- and Psychic-types such as Haunter and Mesprit as well as pivots such as Eelektross and Primeape as they switch out. Sucker Punch is Spiritomb's strongest form of priority, threatening to pick off frailer Pokemon such as Togedemaru after a bit of chip damage. Sucker Punch and Pursuit pair well with one another due to Ghost- and Psychic-types' tendency to switch out in an attempt to avoid the former, causing them to get trapped and heavily weakened by the latter instead. Foul Play is a more reliable STAB attack that threatens foes that attempt to take advantage of Spiritomb's reliance on Sucker Punch such as Archeops and Lycanroc. Psychic can instead be used to lure in and deal decent damage to Gurdurr and Weezing, which would otherwise give Spiritomb issues due to the former not minding being burned and the latter threatening Spiritomb with Will-O-Wisp. Finally, Will-O-Wisp cripples physical attackers like Kangaskhan as well as Spiritomb's checks like the aforementioned Weezing. Taunt is an alternative that can be used over Will-O-Wisp to shut down defensive Pokemon such as Audino and Sableye, which can prove useful if Spiritomb's team has an unfavorable matchup against stall.

Set Details
========

The investment in HP and Attack maximizes Spiritomb's mixed bulk and offensive presence. An Adamant nature is used to further augment Spiritomb's Attack; however, if Spiritomb is using Psychic, a Brave nature should be used instead to preserve its Special Attack. Aguav Berry is the preferred item, since it mitigates Spiritomb's lack of recovery by restoring 50% of its HP after it takes enough damage. Black Glasses is an alternative that increases the power of Spiritomb's Dark-type attacks. Infiltrator allows Spiritomb to bypass the Substitutes of Pokemon such as Alolan Dugtrio, Jynx, and Oricorio-G, which prevents them from attempting to play around its attacks as they would with other users of Sucker Punch such as Absol and Skuntank.

Usage Tips
========

Spiritomb should mainly act as a revenge killer due to the combination of Sucker Punch and Pursuit allowing it to create mind games with and pick off weakened foes. Due to how setup sweepers can take advantage of Spiritomb's reliance on Sucker Punch, it should be wary of using it against them. Spiritomb should mainly switch into STAB moves from Pokemon such as Mesprit and Primeape, since it is immune to them. Pursuit should be used whenever Spiritomb anticipates a foe to switch out, as it is fairly strong and can wear them down faster than they would like. Pursuit can also be useful for putting foes in range of Sucker Punch. Exercise caution when using Will-O-Wisp if the opponent has a Fire-type, as they can absorb it and force Spiritomb out with their strong STAB attacks. If Spiritomb isn't running Foul Play, it doesn't have any reliably strong attacks, meaning that it will have to be a bit more careful against foes such as Carracosta, since they can potentially play around Sucker Punch. Scouting for Fairy-type coverage against foes such as Mesprit before switching in is advised, as they can heavily damage Spiritomb before it gets a chance to attack them.

Team Options
========

Spiritomb's weakness to Fairy means that checks to Fairy-types such as Aggron, Togedemaru, and Weezing make for good partners. In return, these Pokemon appreciate Spiritomb checking Fighting- and Psychic-types. Entry hazard setters such as Clefairy, Ferroseed, Mesprit, and the aforementioned Weezing appreciate Spiritomb's Ghost typing allowing it to spinblock. In return, the entry hazards wear down Spiritomb's switch-ins and bring frailer Pokemon into range of Sucker Punch. Due to Spiritomb's lack of recovery outside of Aguav Berry, entry hazard removal from the likes of Hitmonchan and Swanna is appreciated, since they can prevent entry hazards from wearing Spiritomb down faster. Hitmonchan also appreciates Spiritomb trapping and removing Ghost-types like Haunter and Oricorio-G, since this makes using Rapid Spin easier. Fighting- and Normal-type Pokemon such as Gurdurr, Primeape, and Zangoose appreciate Spiritomb both trapping and removing Ghost- and Psychic-types and potentially luring in opposing Gurdurr and Weezing, since this allows them to more freely spam their respective STAB attacks. In return, they can take on bulkier Steel-types such as Ferroseed and Probopass. Special wallbreakers such as Aurorus and Pyroar can break a lot of the physically bulky Pokemon that have little problems switching in on Spiritomb's attacks like Gourgeist-XL, with neither of them minding Will-O-Wisp.

[SET]
name: CroTomb
move 1: Calm Mind
move 2: Dark Pulse
move 3: Rest
move 4: Sleep Talk
item: Leftovers / Darkinium Z
ability: Pressure
nature: Bold
evs: 248 HP / 252 Def / 8 SpD

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

Calm Mind increases Spiritomb's Special Attack and Special Defense, gradually making it more and more of a threatening sweeper. Dark Pulse is Spiritomb's only attack, having useful neutral coverage and becoming rather strong after enough boosts from Calm Mind. Rest gives Spiritomb a form of recovery that also rids it of status conditions and allows it to absorb status while asleep. Sleep Talk allows Spiritomb to use one of its moves while asleep, preventing it from being completely helpless.

Set Details
========

The investment in HP and Defense in conjunction with a Bold nature serves to maximize Spiritomb's physical bulk, making it annoying to take down due to Calm Mind increasing its Special Defense. Leftovers gives Spiritomb a form of passive recovery, lessening the need to use Rest. Alternatively, Darkinium Z can be used to reduce the damage Spiritomb takes from Knock Off and prevent it from being crippled by Trick and Switcheroo while also turning Dark Pulse into Black Hole Eclipse, which is fairly strong even unboosted and can prove useful for heavily damaging specially bulky Pokemon like Munchlax on top of Dark-resistant foes like Skuntank. Pressure allows Spiritomb to serve as annoyance to Pokemon that are reliant on attacks with low PP such as Pyroar as well as opposing bulky setup sweepers like Type: Null.

Usage Tips
========

Spiritomb should mainly attempt to set up with Calm Mind late-game, as by this point, a lot of the stronger wallbreakers and Fairy-types that would otherwise prevent Spiritomb from setting up will either have been removed or weakened enough to be KOed. Use Rest once Spiritomb begins to take noticeable damage, as this prevents it from being worn down too fast and gets rid of any status that may be plaguing it beforehand while also letting it act as an emergency status absorber in case nothing else wants to switch in on status moves like Toxic. Spiritomb should aim to pivot into Fighting-types such as Hitmonchan and Throh and take advantage of how little they are capable of doing to it by either setting up or using Rest if necessary. Although not very common, Spiritomb should be wary of potential users of Switcheroo and Trick such as Manectric and Mesprit if it isn't using Darkinium Z, since they can render it completely useless. Darkinium Z variants should preserve their Z-Move until they need to break through special walls that they otherwise cannot bypass, such as Munchlax and Type: Null. It is advised to scout for Fairy-type coverage against foes such as Claydol, as they can lure in and heavily damage Spiritomb before it gets a chance to do anything.

Team Options
========

CroTomb fits on balance and stall teams in need of a bulky late-game sweeper that can also check Fighting-, Psychic-, and Normal-types, though it does have a place on bulky offensive teams as well. Audino makes for a premier partner due to its ability to provide Wish + Heal Bell support to keep Spiritomb healthy without forcing it to use Rest, switch into many of the stronger special attackers that threaten Spiritomb out prior to it using Calm Mind, and bait in Fighting-types for Spiritomb to take advantage of. Heal Bell also wakes Spiritomb up, which prevents it from having to burn sleep turns. In a similar vein, other special walls such as Carbink and Clefairy are good partners, with both providing entry hazard support and checking threatening special wallbreakers prior to Spiritomb setting up. Pokemon that can check Fairy-types such as Aggron, Pyroar, and Weezing make for good teammates, since they are a relatively hard stop to Spiritomb and can render Spiritomb's attempts at setting up pointless. Entry hazards can prove useful for wearing down Dark-resistant foes such as Silvally-Fairy, so setters of entry hazards such as Ferroseed, Carbink, and Weezing are good partners. Weezing also has the ability to switch into and cripple Clefairy with Taunt and weaken it with Sludge Bomb, while Carbink and Ferroseed can check Scrappy users such as Kangaskhan and Stoutland.

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

Psychic variants of Spiritomb can opt to run 96 EVs in Speed in order to offset its speed-reducing nature, outpace Gurdurr, and threaten it before it gets to use Knock Off. A Choice Band set with Trick instead of Will-O-Wisp can be used to make Spiritomb stronger while also giving it the ability to cripple both defensive threats and setup sweepers, but being locked into Sucker Punch is far from ideal because it gives bulkier setup sweepers like Gurdurr free setup opportunities. Life Orb can also be used to increase Spiritomb's damage output, but the recoil damage coupled with its lack of reliable recovery isn't very appealing. Pain Split gives Spiritomb a form of recovery that doesn't temporarily incapacitate it, allowing it to take advantage of its low HP stat against Pokemon with high HP stats such as Audino and Lanturn. Shadow Sneak can be used as a secondary and more reliable form of priority for teams that are weaker to Jynx; however, it is much weaker than Sucker Punch and isn't as useful as its other moves. Snarl can be used over Dark Pulse on CroTomb, since it can bypass Substitute and gives Spiritomb an easier time against strong special attackers like Pyroar, though Dark Pulse is usually more reliable due to its higher Base Power and accuracy. Rocky Helmet can be used to punish weaker, neutral attacks such as U-turn from Primeape and Ice Punch from Hitmonchan, though it leaves Spiritomb weaker and without any form of recovery. Memento is an interesting support option that can be used on more offensive teams to ease setup for teammates such as Belly Drum Zangoose.

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

**Fairy-types**: Fairy-types such as Clefairy, Granbull, Mawile, and Silvally-Fairy can all switch into Spiritomb's STAB attacks fairly easily and threaten it with their respective super effective STAB attacks. In particular, Clefairy is very annoying for Spiritomb to deal with, since Clefairy doesn't take much from any attack either Spiritomb variant can use, boasts reliable recovery in Soft-Boiled, and can even potentially set up with Calm Mind alongside CroTomb. None of them aside from Clefairy appreciate switching into Will-O-Wisp, however.

**Defensive Pokemon**: Because of Spiritomb's merely average offenses, it often struggles with bulkier Pokemon. Physically bulky Pokemon such as Ferroseed, Regirock, and Weezing are annoying for the Pursuit trapping variant to bypass, while CroTomb struggles with breaking through special walls like Munchlax and Encore variants of Audino without a few boosts. Weezing must be wary of Psychic, however.

**Stronger Attackers**: Strong wallbreakers such as Aggron, Aurorus, Kingler, and Stoutland are capable of muscling past Spiritomb even with its good mixed bulk. However, Aurorus lacking Frost Breath faces issues with breaking CroTomb if it has obtained enough Special Defense boosts from Calm Mind, while Aggron and Kingler don't like switching in on Will-O-Wisp from Pursuit trapping variants.
 
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MZ

And now for something completely different
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[OVERVIEW]
  • Spiritomb has great defensive presence as a result of its typing giving it useful immunities to Fighting-, Psychic-, and Normal-type attacks and only one weakness, and its good mixed defenses allows it to take neutral attacks fairly well.
  • Access to a fairly strong support movepool with moves such as Calm Mind, Will-O-Wisp, and Taunt only serves to make this more apparent.
  • Spiritomb can also offer valuable support to teams due to its access to a fairly strong Pursuit, allowing it to trap and remove potential threats to its team like Mesprit.
  • Due to its decent offenses and access to strong STAB attacks in Dark Pulse and Sucker Punch, Spiritomb is far from passive and has good offensive presence as well.
  • Spiritomb is also capable of acting as an effective bulky late-game sweeper due to its access to Calm Mind.
  • Unfortunately, Spiritomb's good mixed bulk is offset by a low HP stat, and a lack of reliable recovery only makes this worse. "this" being its propensity to getting chipped a lot so it can't consistently beat things over longer games. also susceptibility to every hazard is annoying
  • CroTomb is forced to rely on Rest because of its aforementioned lack of reliable recovery, which isn't very reliable and can be taken advantage of by stronger attackers.
  • Spiritomb is often reliant on Sucker Punch because of its low Speed, which can be taken advantage of by setup sweepers like Lilligant.
[SET]
name: Pursuit Trapper
move 1: Pursuit
move 2: Sucker Punch
move 3: Foul Play / Psychic
move 4: Will-O-Wisp
item: Black Glasses / Aguav Berry
ability: Infiltrator
nature: Adamant / Brave
evs: 248 HP / 252 Atk / 8 Def

[SET COMMENTS]
Moves
========
  • Pursuit allows Spiritomb to trap and severely weaken mainly Ghost- and Psychic-types such as Haunter and Mesprit, as well as pivots such as Eelektross and Primeape as they switch out.
  • Sucker Punch is Spiritomb's strongest form of priority, threatening to pick off frailer Pokemon such as Togedemaru after a bit of chip damage. Sucker Punch and Pursuit pair well with one another, as the two tend to cause a lot of mind games. "cause a lot of mind games" is kinda vague, id rather leave somth like this to UT unless u have a better way to put it
  • Foul Play is a more reliable Dark-type attack that threatens foes that attempt to take advantage of Spiritomb's reliance on Sucker Punch such as Archeops and Lycanroc.
  • Psychic can be used to lure in and deal decent damage to Gurdurr and Weezing, which would otherwise give Spiritomb issues due to Gurdurr not minding being burned and Weezing threatening Spiritomb with Will-O-Wisp.
  • Finally, Will-O-Wisp cripples physical attackers like Kangaskhan, while also crippling Spiritomb's checks like the aforementioned Weezing.
  • Taunt is an alternative that can be used over Will-O-Wisp to shut down defensive Pokemon such as Audino and Sableye, which can prove useful if the team that Spiritomb is on has a bad matchup against stall.
Set Details
========
  • The investment in HP and Attack maximizes Spiritomb's mixed bulk and offensive presence. An Adamant nature is used to further augment Spiritomb's Attack; however, if Spiritomb is using Psychic, a Brave nature should be ran to still increase its Attack while not decreasing its Special Attack.
  • Black Glasses is the preferred item due to it increasing the power of Spiritomb's Dark-type attacks.
  • Aguav Berry is an alternative to Black Glasses that restores half of Spiritomb's HP after it takes enough damage due to it mitigating Spiritomb's lack of recovery. While Spiritomb can use Black Glasses with Psychic and Aguav Berry with Foul Play, both tend to be less optimal.
  • Infiltrator allows Spiritomb to bypass the Substitutes of Pokemon such as Alolan Dugtrio, Jynx, and Oricorio-G, which prevents them from attempting to play around its attacks as they would with other users of Sucker Punch such as Absol and Skuntank.
Usage Tips
========
  • Spiritomb should mainly act as a revenge killer due to the combination of Sucker Punch and Pursuit allowing it to create mind games with and pick off weakened foes.
  • Due to how setup sweepers can take advantage of Spiritomb's reliance on Sucker Punch, it should be wary of using it against them.
  • Spiritomb should mainly switch into STAB moves from Pokemon such as Mesprit and Primeape since it is immune to them.
  • Pursuit should be used whenever Spiritomb anticipates a foe to switch out, as it is fairly strong and can wear them down faster than they would like. Pursuit can also be useful for putting foes in range of Sucker Punch.
  • Exercise caution when using Will-O-Wisp if the opponent has a Fire-type, as they can absorb it and force Spiritomb out with their strong STAB attacks.
somth about how non-foul play tomb doesnt rly have one reliable attack to click so u gotta be smart with it

Team Options
========
  • Since Spiritomb is weak to Fairy-type attacks, checks to Fairy-types such as Aggron, Togedemaru, and Weezing make for good partners since they can threaten Fairy-types with their respective STAB moves. These Pokemon appreciate Spiritomb checking Fighting- and Psychic-types.
  • Entry hazard setters such as Clefairy, Ferroseed, Mesprit, and the aforementioned Weezing appreciate Spiritomb's Ghost typing allowing it to spinblock. In return, the entry hazards wear down Spiritomb's switch-ins and bring frailer Pokemon into range of Sucker Punch.
  • Due to Spiritomb's lack of recovery outside of a potential Aguav Berry, entry hazard removal from the likes of Altaria, Assault Vest Hitmonchan, and Swanna is appreciated since they can prevent entry hazards from wearing Spiritomb down faster. Additionally, all three can check Magmortar for Spiritomb.
  • Fighting- and Normal-type Pokemon such as Gurdurr, Primeape, and Zangoose appreciate Spiritomb trapping and removing Ghost- and Psychic-types since this allows them to more freely spam their respective STAB attacks. In return, they can take on bulkier Steel-types such as Ferroseed and Probopass.
  • Special wallbreakers such as Aurorus, Magmortar, and Pyroar can break a lot of the physically bulky Pokemon that have little problems switching in on Spiritomb's attacks like Gourgeist-XL, with Magmortar and Pyroar also being able to switch in on Will-O-Wisp for Spiritomb.
ur also gonna want mons that benefit from trapping, just random things that dislike psychics and ghosts

[SET]
name: CroTomb
move 1: Calm Mind
move 2: Dark Pulse
move 3: Rest
move 4: Sleep Talk
item: Leftovers / Darkinium Z
ability: Pressure
nature: Bold
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Moves
========
  • Calm Mind increases Spiritomb's Special Attack and Special Defense, gradually making it more and more of a threatening sweeper.
  • Dark Pulse is Spiritomb's only attack, which has useful neutral coverage and becomes rather strong after enough uses of Calm Mind.
  • Rest gives Spiritomb a form of recovery that also rids it of status conditions and allows it to absorb status while asleep.
  • Sleep Talk allows Spiritomb to draw from one of its moves while asleep, preventing it from then being completely helpless.
Set Details
========
  • The investment in HP and Defense in conjunction with a Bold nature serve to maximize Spiritomb's physical bulk, making it annoying to take down due to Calm Mind increasing its Special Defense.
  • Leftovers give Spiritomb a form of passive recovery, lessening the need to use Rest.
  • Alternatively, Darkinium Z can be used to reduce the damage Spiritomb takes from Knock Off and prevent it from being crippled by Trick and Switcheroo, while also turning Dark Pulse into a relatively strong Black-Hole Eclipse that threatens even Dark-resistant foes such as Skuntank are enough boosts from Calm Mind.
  • Pressure allows Spiritomb to serve as annoyance to Pokemon that are reliant on attacks with low PP such as Magmortar and Pyroar.
Usage Tips
========
  • Spiritomb should mainly attempt to set up with Calm Mind late-game, as by this point, a lot of the stronger wallbreakers and Fairy-types that would otherwise put a damper on Spiritomb's attempt at sweeping will either have been removed or weakened enough to be KOed.
  • Use Rest once Spiritomb begins to take noticeable damage, as this prevents it from being worn down too fast and gets rid of any status that may be plaguing it beforehand, while also letting it act as an emergency status absorber in case nothing else wants to switch in on status moves like Toxic.
  • Spiritomb should aim to pivot into Fighting-types such as Hitmonchan and Throh and take advantage of how little they are capable of doing to it by either setting up or using Rest if necessary.
  • Although not very common, Spiritomb should be wary of potential users of Switcheroo and Trick such as Manectric and Mesprit if it isn't using Darkinium Z, since they can render it completely useless.
  • Spiritomb should preserve its Z-Move until it needs to break through special walls that it otherwise cannot bypass, such as Munchlax and Type: Null.
Team Options
========
  • Audino makes for a premier partner due to its ability to provide Wish + Heal Bell support to keep Spiritomb healthy without forcing it to use Rest, switch into many of the stronger special attackers that threaten Spiritomb out prior to it using Calm Mind, and bait in Fighting-types for Spiritomb to take advantage of.
  • In a similar vein, other special walls such as Altaria, Carbink, and Clefairy are good partners, with the former providing entry hazard removal and the latter two providing entry hazard support.
  • Pokemon that can check Fairy-types such as Aggron, Magmortar, and Weezing make for good teammates since they are a relatively hard stop to Spiritomb and can render Spiritomb's attempts at setting up pointless.
  • Entry hazards can prove useful for wearing down Dark-resistant foes such as Silvally-Fairy, so setters of entry hazards such as the aforementioned Carbink, Ferroseed, and Weezing are good partners. Weezing also has the ability to switch into and cripple Clefairy with Taunt and weaken it with Sludge Bomb, while Carbink and Ferroseed can check Scrappy users such as Kangaskhan and Stoutland.
[STRATEGY COMMENTS]
Other Options
=============
  • A Choice Band set with Trick over Will-O-Wisp is usable, but being locked into Sucker Punch is far from ideal due to this giving bulkier setup sweepers an easier time against Spiritomb.
  • Life Orb can also be used to increase Spiritomb's damage output, but the recoil damage coupled with a lack of reliable recovery isn't very appealing.
  • Pain Split gives Spiritomb a form of recovery that doesn't temporarily incapacitate it, allowing it to take advantage of its low HP stat against Pokemon with high HP stats such as the aforementioned Audino and Lanturn.
  • Shadow Sneak can be used as a secondary form of priority for teams that are weaker to Jynx; however, it is much weaker than Sucker Punch and isn't as useful as its other moves.
  • Snarl can be used over Dark Pulse on CroTomb to give it an easier time against strong special attackers like Pyroar, though Dark Pulse is usually more reliable due to its higher Base Power and accuracy. snarl also goes through subs ig
  • Rocky Helmet can be used to punish weaker, neutral attacks such as U-turn from Primeape and Ice Punch from Hitmonchan.
  • Memento is an interesting support option that can be used on more offensive teams to ease setup for teammates such as Belly Drum Zangoose.
Checks and Counters
===================

**Fairy-types**: Fairy-types such as Clefairy, Granbull, Mawile, and Silvally-Fairy can all switch into Spiritomb relatively easily and threaten it with their respective super effective STAB attacks. In particular, Clefairy is very annoying for Spiritomb to deal with since Clefairy doesn't take much from any attack either Spiritomb variant can use, boasts reliable recovery in Soft-Boiled, and can even potentially set up with Calm Mind alongside CroTomb. None of the mentioned Pokemon save for Clefairy appreciate switching in on Will-O-Wisp, however.

**Defensive Walls**: Because of Spiritomb's average offenses, it often struggles with bulkier Pokemon. Physically bulky Pokemon such as Ferroseed, Regirock, and Weezing are annoying for the Pursuit trapping variant to bypass, while CroTomb struggles with breaking through special walls like Audino and Munchlax without a few boosts. Weezing must be wary of Psychic, however.

**Stronger Attackers**: Strong wallbreakers such as Aggron, Aurorus, Kingler, Magmortar, and Stoutland are capable of muscling past Spiritomb even with its good mixed bulk. However, Aurorus lacking Frost Breath and Magmortar face issues with breaking CroTomb if it has obtained enough Special Defense boosts from Calm Mind, while Aggron and Kingler don't like switching in on Will-O-Wisp.
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1/3
 

UberSkitty

Assist Skitty was banned from NatDex Ubers
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Contributor to Smogon
[QC Checks: Megazard / yogibears / ?]
[GP Checks: ? / ?]


[OVERVIEW]

Spiritomb has great defensive presence as a result of its typing giving it useful immunities to Fighting, Psychic, and Normal and only one weakness, and its good mixed defenses allow it to take neutral attacks fairly well. Spiritomb's access to a fairly strong support movepool with moves such as Calm Mind, Will-O-Wisp, and Taunt only serves to make its defensive presence more apparent, and it can also offer valuable offensive support to teams due to its access to a fairly strong Pursuit, allowing it to trap and remove potential threats to its team like Mesprit. Due to its decent offenses and access to strong STAB attacks in Sucker Punch and Dark Pulse, Spiritomb is far from passive and has good offensive presence as well. Spiritomb is also capable of acting as an effective bulky late-game sweeper due to its access to Calm Mind. Unfortunately, Spiritomb's good mixed bulk is offset by its low HP stat, and a lack of reliable recovery coupled with it susceptibility to all forms of entry hazards only makes chipping away at it easier and remaining around in longer matches more difficult for it. CroTomb is forced to rely on Rest because of its aforementioned lack of reliable recovery, which isn't very reliable and can be taken advantage of by stronger attackers. Spiritomb is often reliant on Sucker Punch because of its low Speed, which can be taken advantage of by setup sweepers like Lilligant.

[SET]
name: Pursuit Trapper
move 1: Pursuit
move 2: Sucker Punch
move 3: Foul Play / Psychic
move 4: Will-O-Wisp
item: Black Glasses / Aguav Berry
ability: Infiltrator
nature: Adamant / Brave
evs: 248 HP / 252 Atk / 8 Def

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

Pursuit allows Spiritomb to trap and severely weaken mainly Ghost- and Psychic-types such as Golurk and Mesprit as well as pivots such as Eelektross and Primeape as they switch out. Sucker Punch is Spiritomb's strongest form of priority, threatening to pick off frailer Pokemon such as Togedemaru after a bit of chip damage. Sucker Punch and Pursuit pair well with one another due to how Ghost- and Psychic-types are more than likely switch out to avoid the former, causing them to get trapped and heavily weakened by the latter instead. Foul Play is a more reliable Dark-type attack that threatens foes that attempt to take advantage of Spiritomb's reliance on Sucker Punch such as Archeops and Lycanroc. Psychic can be used to lure in and deal decent damage to Gurdurr and Weezing, which would otherwise give Spiritomb issues due to Gurdurr not minding being burned and Weezing threatening Spiritomb with Will-O-Wisp. Finally, Will-O-Wisp cripples physical attackers like Kangaskhan as well as Spiritomb's checks like the aforementioned Weezing. Taunt is an alternative that can be used over Will-O-Wisp to shut down defensive Pokemon such as Audino and Sableye, which can prove useful if the team that Spiritomb is on has a bad matchup against stall.

Set Details
========

The investment in HP and Attack maximizes Spiritomb's mixed bulk and offensive presence. An Adamant nature is used to further augment Spiritomb's Attack; however, if Spiritomb is using Psychic, a Brave nature should be ran to still increase its Attack while not decreasing its Special Attack. Black Glasses is the preferred item due to it increasing the power of Spiritomb's Dark-type attacks. Aguav Berry is an alternative to Black Glasses that restores half of Spiritomb's HP after it takes enough damage due to it mitigating Spiritomb's lack of recovery. While Spiritomb can use Black Glasses with Psychic and Aguav Berry with Foul Play, both tend to be less optimal. Infiltrator allows Spiritomb to bypass the Substitutes of Pokemon such as Alolan Dugtrio, Jynx, and Oricorio-G, which prevents them from attempting to play around its attacks as they would with other users of Sucker Punch such as Absol and Skuntank.

Usage Tips
========

Spiritomb should mainly act as a revenge killer due to the combination of Sucker Punch and Pursuit allowing it to create mind games with and pick off weakened foes. Due to how setup sweepers can take advantage of Spiritomb's reliance on Sucker Punch, it should be wary of using it against them. Spiritomb should mainly switch into STAB moves from Pokemon such as Mesprit and Primeape since it is immune to them. Pursuit should be used whenever Spiritomb anticipates a foe to switch out, as it is fairly strong and can wear them down faster than they would like. Pursuit can also be useful for putting foes in range of Sucker Punch. Exercise caution when using Will-O-Wisp if the opponent has a Fire-type, as they can absorb it and force Spiritomb out with their strong STAB attacks. If Spiritomb isn't running Foul Play, it doesn't have any overly reliable attacks, meaning that it will have to be a bit more careful against foes such as Carracosta, since they can potentially play around Sucker Punch. Scouting for Fairy-type coverage against foes such as Mesprit before switching in is advised, as they can heavily damage Spiritomb before it gets a chance to attack them.

Team Options
========

Since Spiritomb is weak to Fairy-type attacks, checks to Fairy-types such as Aggron, Togedemaru, and Weezing make for good partners since they can threaten Fairy-types with their respective STAB moves. These Pokemon appreciate Spiritomb checking Fighting- and Psychic-types. Entry hazard setters such as Clefairy, Ferroseed, Mesprit, and the aforementioned Weezing appreciate Spiritomb's Ghost typing allowing it to spinblock. In return, the entry hazards wear down Spiritomb's switch-ins and bring frailer Pokemon into range of Sucker Punch. Due to Spiritomb's lack of recovery outside of a potential Aguav Berry, entry hazard removal from the likes of Assault Vest Hitmonchan (Why specifically AV?)and Swanna is appreciated, since they can prevent entry hazards from wearing Spiritomb down faster. Hitmonchan also appreciates Spiritomb trapping and removing Ghost-types like Haunter and Oricorio-G, since this makes using Rapid Spin easier. Fighting- and Normal-type Pokemon such as Gurdurr, Primeape, and Zangoose appreciate Spiritomb both trapping and removing Ghost- and Psychic-types and potentially luring in opposing Gurdurr and Weezing, since this allows them to more freely spam their respective STAB attacks. In return, they can take on bulkier Steel-types such as Ferroseed and Probopass. Special wallbreakers such as Aurorus and Pyroar can break a lot of the physically bulky Pokemon that have little problems switching in on Spiritomb's attacks like Gourgeist-XL, with the latter also being able to switch in on Will-O-Wisp for Spiritomb.(Aurorus doesn't mind it too much cuz it's a special attacker)

[SET]
name: CroTomb
move 1: Calm Mind
move 2: Dark Pulse
move 3: Rest
move 4: Sleep Talk
item: Leftovers / Darkinium Z
ability: Pressure
nature: Bold
evs: 248 HP / 252 Def / 8 SpD

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

Calm Mind increases Spiritomb's Special Attack and Special Defense, gradually making it more and more of a threatening sweeper. Dark Pulse is Spiritomb's only attack, which has useful neutral coverage and becomes rather strong after enough boosts from Calm Mind. Rest gives Spiritomb a form of recovery that also rids it of status conditions and allows it to absorb status while asleep. Sleep Talk allows Spiritomb to draw from one of its moves while asleep, preventing it from being completely helpless.

Set Details
========

The investment in HP and Defense in conjunction with a Bold nature serve to maximize Spiritomb's physical bulk, making it annoying to take down due to Calm Mind increasing its Special Defense. Leftovers give Spiritomb a form of passive recovery, lessening the need to use Rest. Alternatively, Darkinium Z can be used to reduce the damage Spiritomb takes from Knock Off and prevent it from being crippled by Trick and Switcheroo, while also turning Dark Pulse into Black Hole Eclipse, which is fairly strong even unboosted and can prove useful for heavily damaging specially bulky Pokemon like Munchlax on top of Dark-resistant foes like Skuntank. Pressure allows Spiritomb to serve as annoyance to Pokemon that are reliant on attacks with low PP such as Pyroar.(Also lets it more easily win PP stall against other bulky setup mons)

Usage Tips
========

Spiritomb should mainly attempt to set up with Calm Mind late-game, as by this point, a lot of the stronger wallbreakers and Fairy-types that would otherwise put a damper on Spiritomb's attempts at sweeping will either have been removed or weakened enough to be KOed. Use Rest once Spiritomb begins to take noticeable damage, as this prevents it from being worn down too fast and gets rid of any status that may be plaguing it beforehand, while also letting it act as an emergency status absorber in case nothing else wants to switch in on status moves like Toxic. Spiritomb should aim to pivot into Fighting-types such as Hitmonchan and Throh and take advantage of how little they are capable of doing to it by either setting up or using Rest if necessary. Although not very common, Spiritomb should be wary of potential users of Switcheroo and Trick such as Manectric and Mesprit if it isn't using Darkinium Z, since they can render it completely useless. Spiritomb should preserve its Z-Move until it needs to break through special walls that it otherwise cannot bypass, such as Munchlax and Type: Null. It is advised to scout for Fairy-type coverage against foes such as Mesprit(Maybe a different example?), as they can lure in and heavily dent Spiritomb before it gets a chance to do anything.

Team Options
========

CroTomb fits on balance and stall teams in need of a wincon that can also check Fighting-, Psychic-, and Normal-types, though it does have a place on bulky offensive teams as well. Audino makes for a premier partner due to its ability to provide Wish + Heal Bell support to keep Spiritomb healthy without forcing it to use Rest, switch into many of the stronger special attackers that threaten Spiritomb out prior to it using Calm Mind, and bait in Fighting-types for Spiritomb to take advantage of. (Heal Bell also wakes Spiritomb up from Rest)In a similar vein, other special walls such as Carbink and Clefairy are good partners, with both providing entry hazard support and checking threatening special wallbreakers prior to Spiritomb setting up. Pokemon that can check Fairy-types such as Aggron, Pyroar, and Weezing make for good teammates, since they are a relatively hard stop to Spiritomb and can render Spiritomb's attempts at setting up pointless. Entry hazards can prove useful for wearing down Dark-resistant foes such as Silvally-Fairy, so setters of entry hazards such as the aforementioned Carbink, Ferroseed(This is nitpicky, but change the order cuz you haven't mentioned Ferro yet), and Weezing are good partners. Weezing also has the ability to switch into and cripple Clefairy with Taunt and weaken it with Sludge Bomb, while Carbink and Ferroseed can check Scrappy users such as Kangaskhan and Stoutland.

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

A Choice Band set with Trick instead of Will-O-Wisp can be used to cripple both defensive threats and setup sweepers, but being locked into Sucker Punch is far from ideal due to this giving bulkier setup sweepers like Gurdurr an easier time against Spiritomb. (Band also lets it hit harder)Life Orb can also be used to increase Spiritomb's damage output, but the recoil damage coupled with a lack of reliable recovery isn't very appealing. Pain Split gives Spiritomb a form of recovery that doesn't temporarily incapacitate it, allowing it to take advantage of its low HP stat against Pokemon with high HP stats such as the aforementioned Audino and Lanturn. Shadow Sneak can be used as a secondary and more reliable form of priority for teams that are weaker to Jynx; however, it is much weaker than Sucker Punch and isn't as useful as its other moves. Snarl can be used over Dark Pulse on CroTomb since it can go through Substitutes and gives Spiritomb an easier time against strong special attackers like Pyroar, though Dark Pulse is usually more reliable due to its higher Base Power and accuracy. Rocky Helmet can be used to punish weaker, neutral attacks such as U-turn from Primeape and Ice Punch from Hitmonchan. (Any setbacks?)Finally, Memento is an interesting support option that can be used on more offensive teams to ease setup for teammates such as Belly Drum Zangoose.
(Maybe mention the Brave 96 Speed spread this is completely bias)
Checks and Counters
===================

**Fairy-types**: Fairy-types such as Clefairy, Granbull, Mawile, and Silvally-Fairy can all switch into Spiritomb's STAB attacks fairly easily and threaten it with their respective super effective STAB attacks. In particular, Clefairy is very annoying for Spiritomb to deal with since Clefairy doesn't take much from any attack either Spiritomb variant can use, boasts reliable recovery in Soft-Boiled, and can even potentially set up with Calm Mind alongside CroTomb. None of them aside from Clefairy appreciate switching into Will-O-Wisp, however.

**Defensive Walls**: Because of Spiritomb's average offenses, it often struggles with bulkier Pokemon. Physically bulky Pokemon such as Ferroseed, Regirock, and Weezing are annoying for the Pursuit trapping variant to bypass, while CroTomb struggles with breaking through special walls like Audino (I'd specify Encore Audino, cuz CroTomb otherwise uses it as setup fodder)and Munchlax without a few boosts. Weezing must be wary of Psychic, however.

**Stronger Attackers**: Strong wallbreakers such as Aggron, Aurorus, Kingler, and Stoutland are capable of muscling past Spiritomb even with its good mixed bulk. However, Aurorus lacking Frost Breath and Magmortar(Missed a Magmortar) face issues with breaking CroTomb if it has obtained enough Special Defense boosts from Calm Mind, while Aggron and Kingler don't like switching in on Will-O-Wisp.
3/3 QC. Kachow.
 

Lumari

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TFP Leader
this is legit nothing tbh



remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Spiritomb's good defensive typing, which gives it three useful immunities to Fighting, Psychic, and Normal, decent bulk, and access to a fairly solid support movepool with moves like Will-O-Wisp, Taunt, and Calm Mind give it great defensive presence. Spiritomb is also capable of providing useful support to teams threatened by Pokemon like Mesprit, Haunter, and Oricorio-G due to its access to a fairly strong Pursuit. Due to its decent offenses in combination with its access to strong STAB moves in Sucker Punch and Dark Pulse, Spiritomb also boasts good offensive presence as well. Spiritomb is also capable of acting as a bulky setup sweeper on bulkier teams because of its access to Calm Mind. However, Spiritomb's solid mixed bulk is offset by its low HP, and its lack of reliable recovery in tandem with its vulnerability to entry hazards only makes wearing it down easier, which can hurt its longevity in longer matches. CroTomb is forced to rely on Rest for recovery, which can be taken advantage of by strong attackers like Kingler. Spiritomb's low Speed also tends to leave it more reliant on Sucker Punch than it would like to be, which can easily capitalized on by setup sweepers such as Lilligant.

[SET]
name: Pursuit Trapper
move 1: Pursuit
move 2: Sucker Punch
move 3: Foul Play / Psychic
move 4: Will-O-Wisp
item: Aguav Berry / Black Glasses
ability: Infiltrator
nature: Adamant / Brave
evs: 248 HP / 252 Atk / 8 Def

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

Pursuit allows Spiritomb to trap and severely weaken mainly Ghost- and Psychic-types such as Golurk and Mesprit as well as pivots such as Eelektross and Primeape as they switch out. Sucker Punch is Spiritomb's strongest form of priority, threatening to pick off frailer Pokemon such as Togedemaru after a bit of chip damage. Sucker Punch and Pursuit pair well with one another due to how Ghost- and Psychic-types' (apo) are more than likely tendency (optional) to switch out in an attempt to avoid the former, causing them to get trapped and heavily weakened by the latter instead. Foul Play is a more reliable STAB attack that threatens foes that attempt to take advantage of Spiritomb's reliance on Sucker Punch such as Archeops and Lycanroc. Psychic can instead be used to lure in and deal decent damage to Gurdurr and Weezing, which would otherwise give Spiritomb issues due to the former not minding being burned and the latter threatening Spiritomb with Will-O-Wisp. Finally, Will-O-Wisp cripples physical attackers like Kangaskhan as well as Spiritomb's checks like the aforementioned Weezing. Taunt is an alternative that can be used over Will-O-Wisp to shut down defensive Pokemon such as Audino and Sableye, which can prove useful if Spiritomb's team has an unfavorable matchup against stall.

Set Details
========

The investment in HP and Attack maximizes Spiritomb's mixed bulk and offensive presence. An Adamant nature is used to further augment Spiritomb's Attack; however, if Spiritomb is using Psychic, a Brave nature should be used instead to increase its Attack while not decreasing preserve its Special Attack. Aguav Berry is the preferred item, since it mitigates Spiritomb's lack of recovery by restoring 50% of its HP after it takes enough damage. Black Glasses is an alternative that increases the power of Spiritomb's Dark-type attacks. Infiltrator allows Spiritomb to bypass the Substitutes of Pokemon such as Alolan Dugtrio, Jynx, and Oricorio-G, which prevents them from attempting to play around its attacks as they would with other users of Sucker Punch such as Absol and Skuntank.

Usage Tips
========

Spiritomb should mainly act as a revenge killer due to the combination of Sucker Punch and Pursuit allowing it to create mind games with and pick off weakened foes. Due to how setup sweepers can take advantage of Spiritomb's reliance on Sucker Punch, it should be wary of using it against them. Spiritomb should mainly switch into STAB moves from Pokemon such as Mesprit and Primeape, since it is immune to them. Pursuit should be used whenever Spiritomb anticipates a foe to switch out, as it is fairly strong and can wear them down faster than they would like. Pursuit can also be useful for putting foes in range of Sucker Punch. Exercise caution when using Will-O-Wisp if the opponent has a Fire-type, as they can absorb it and force Spiritomb out with their strong STAB attacks. If Spiritomb isn't running Foul Play, it doesn't have any overly reliable attacks, meaning that it will have to be a bit more careful against foes such as Carracosta, since they can potentially play around Sucker Punch. Scouting for Fairy-type coverage against foes such as Mesprit before switching in is advised, as they can heavily damage Spiritomb before it gets a chance to attack them.

Team Options
========

Spiritomb's weakness to Fairy means that checks to Fairy-types such as Aggron, Togedemaru, and Weezing make for good partners, since they can threaten Fairy-types with their respective STAB moves. In return, these Pokemon appreciate Spiritomb checking Fighting- and Psychic-types. Entry hazard setters such as Clefairy, Ferroseed, Mesprit, and the aforementioned Weezing appreciate Spiritomb's Ghost typing allowing it to spinblock. In return, the entry hazards wear down Spiritomb's switch-ins and bring frailer Pokemon into range of Sucker Punch. Due to Spiritomb's lack of recovery outside of Aguav Berry, entry hazard removal from the likes of Hitmonchan and Swanna is appreciated, since they can prevent entry hazards from wearing Spiritomb down faster. Hitmonchan also appreciates Spiritomb trapping and removing Ghost-types like Haunter and Oricorio-G, since this makes using Rapid Spin easier. Fighting- and Normal-type Pokemon such as Gurdurr, Primeape, and Zangoose appreciate Spiritomb both trapping and removing Ghost- and Psychic-types and potentially luring in opposing Gurdurr and Weezing, since this allows them to more freely spam their respective STAB attacks. In return, they can take on bulkier Steel-types such as Ferroseed and Probopass. Special wallbreakers such as Aurorus and Pyroar can break a lot of the physically bulky Pokemon that have little problems switching in on Spiritomb's attacks like Gourgeist-XL, with neither of them minding Will-O-Wisp.

[SET]
name: CroTomb
move 1: Calm Mind
move 2: Dark Pulse
move 3: Rest
move 4: Sleep Talk
item: Leftovers / Darkinium Z
ability: Pressure
nature: Bold
evs: 248 HP / 252 Def / 8 SpD

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

Calm Mind increases Spiritomb's Special Attack and Special Defense, gradually making it more and more of a threatening sweeper. Dark Pulse is Spiritomb's only attack, which has having useful neutral coverage and becomes becoming rather strong after enough boosts from Calm Mind. Rest gives Spiritomb a form of recovery that also rids it of status conditions and allows it to absorb status while asleep. Sleep Talk allows Spiritomb to use one of its moves while asleep, preventing it from being completely helpless.

Set Details
========

The investment in HP and Defense in conjunction with a Bold nature serve serves to maximize Spiritomb's physical bulk, making it annoying to take down due to Calm Mind increasing its Special Defense. Leftovers give Spiritomb a form of passive recovery, lessening the need to use Rest. Alternatively, Darkinium Z can be used to reduce the damage Spiritomb takes from Knock Off and prevent it from being crippled by Trick and Switcheroo while also turning Dark Pulse into Black Hole Eclipse, which is fairly strong even unboosted and can prove useful for heavily damaging specially bulky Pokemon like Munchlax on top of Dark-resistant foes like Skuntank. Pressure allows Spiritomb to serve as annoyance to Pokemon that are reliant on attacks with low PP such as Pyroar as well as opposing bulky setup sweepers like Type: Null.

Usage Tips
========

Spiritomb should mainly attempt to set up with Calm Mind late-game, as by this point, a lot of the stronger wallbreakers and Fairy-types that would otherwise prevent Spiritomb from setting up will either have been removed or weakened enough to be KOed. Use Rest once Spiritomb begins to take noticeable damage, as this prevents it from being worn down too fast and gets rid of any status that may be plaguing it beforehand while also letting it act as an emergency status absorber in case nothing else wants to switch in on status moves like Toxic. Spiritomb should aim to pivot into Fighting-types such as Hitmonchan and Throh and take advantage of how little they are capable of doing to it by either setting up or using Rest if necessary. Although not very common, Spiritomb should be wary of potential users of Switcheroo and Trick such as Manectric and Mesprit if it isn't using Darkinium Z, since they can render it completely useless. Darkinium Z variants should preserve their Z-Move until they needs need to break through special walls that they otherwise cannot bypass, such as Munchlax and Type: Null. It is advised to scout for Fairy-type coverage against foes such as Claydol, as they can lure in and heavily damage Spiritomb before it gets a chance to do anything.

Team Options
========

CroTomb fits on balance and stall teams in need of a wincon bulky late-game sweeper that can also check Fighting-, Psychic-, and Normal-types, though it does have a place on bulky offensive teams as well. Audino makes for a premier partner due to its ability to provide Wish + Heal Bell support to keep Spiritomb healthy without forcing it to use Rest, switch into many of the stronger special attackers that threaten Spiritomb out prior to it using Calm Mind, and bait in Fighting-types for Spiritomb to take advantage of. Heal Bell also wakes Spiritomb up, which prevents it from having to burn sleep turns. In a similar vein, other special walls such as Carbink and Clefairy are good partners, with both providing entry hazard support and checking threatening special wallbreakers prior to Spiritomb setting up. Pokemon that can check Fairy-types such as Aggron, Pyroar, and Weezing make for good teammates, since they are a relatively hard stop to Spiritomb and can render Spiritomb's attempts at setting up pointless. Entry hazards can prove useful for wearing down Dark-resistant foes such as Silvally-Fairy, so setters of entry hazards such as Ferroseed, Carbink, and Weezing are good partners. Weezing also has the ability to switch into and cripple Clefairy with Taunt and weaken it with Sludge Bomb, while Carbink and Ferroseed can check Scrappy users such as Kangaskhan and Stoutland.

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

Pursuit trapping variants can opt to run 96 EVs in Speed in order to outpace Gurdurr and threaten it with Psychic before it gets to use Knock Off. A Choice Band set with Trick instead of Will-O-Wisp can be used to make Spiritomb stronger while also giving it the ability to cripple both defensive threats and setup sweepers, but being locked into Sucker Punch is far from ideal due to this giving bulkier setup sweepers like Gurdurr an easier time against Spiritomb. Life Orb can also be used to increase Spiritomb's damage output, but the recoil damage coupled with a lack of reliable recovery isn't very appealing. Pain Split gives Spiritomb a form of recovery that doesn't temporarily incapacitate it, allowing it to take advantage of its low HP stat against Pokemon with high HP stats such as the aforementioned Audino and Lanturn. Shadow Sneak can be used as a secondary and more reliable form of priority for teams that are weaker to Jynx; however, it is much weaker than Sucker Punch and isn't as useful as its other moves. Snarl can be used over Dark Pulse on CroTomb, since it can go through Substitutes and gives Spiritomb an easier time against strong special attackers like Pyroar, though Dark Pulse is usually more reliable due to its higher Base Power and accuracy. Rocky Helmet can be used to punish weaker, neutral attacks such as U-turn from Primeape and Ice Punch from Hitmonchan, though it leaves Spiritomb weaker and without any form of recovery. Memento is an interesting support option that can be used on more offensive teams to ease setup for teammates such as Belly Drum Zangoose.

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

**Fairy-types**: Fairy-types such as Clefairy, Granbull, Mawile, and Silvally-Fairy can all switch into Spiritomb's STAB attacks fairly easily and threaten it with their respective super effective STAB attacks. In particular, Clefairy is very annoying for Spiritomb to deal with, since Clefairy doesn't take much from any attack either Spiritomb variant can use, boasts reliable recovery in Soft-Boiled, and can even potentially set up with Calm Mind alongside CroTomb. None of them aside from Clefairy appreciate switching into Will-O-Wisp, however.

**Defensive Walls**: Because of Spiritomb's average offenses, it often struggles with bulkier Pokemon. Physically bulky Pokemon such as Ferroseed, Regirock, and Weezing are annoying for the Pursuit trapping variant to bypass, while CroTomb struggles with breaking through special walls like Audino with Encore and Munchlax without a few boosts. Weezing must be wary of Psychic, however.

**Stronger Attackers**: Strong wallbreakers such as Aggron, Aurorus, Kingler, and Stoutland are capable of muscling past Spiritomb even with its good mixed bulk. However, Aurorus lacking Frost Breath faces issues with breaking CroTomb if it has obtained enough Special Defense boosts from Calm Mind, while Aggron and Kingler don't like switching in on Will-O-Wisp from Pursuit trapping variants.
 
Last edited:

A Cake Wearing A Hat

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Random Battle Lead
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[OVERVIEW]

Spiritomb's good defensive typing, which gives it three useful immunities to Fighting, Psychic, and Normal, decent bulk, and access to a fairly solid support movepool with moves like Will-O-Wisp, Taunt, and Calm Mind give it great defensive presence. Spiritomb is also capable of providing useful support to teams threatened by Pokemon like Mesprit, Haunter, and Oricorio-G due to its access to a fairly strong Pursuit. Due to its decent offenses in combination with its access to strong STAB moves in Sucker Punch and Dark Pulse, Spiritomb boasts good offensive presence as well. Spiritomb is also capable of acting as a bulky setup sweeper on bulkier teams because of its access to Calm Mind. However, Spiritomb's solid mixed bulk is offset by its low HP, and its lack of reliable recovery in tandem with its vulnerability to entry hazards only makes wearing it down easier, which can hurt its longevity in longer matches. CroTomb is forced to rely on Rest for recovery, which can be taken advantage of by strong attackers like Kingler. Spiritomb's low Speed also tends to leave it more reliant on Sucker Punch than it would like to be, which can easily capitalized on by setup sweepers such as Lilligant.

[SET]
name: Pursuit Trapper
move 1: Pursuit
move 2: Sucker Punch
move 3: Foul Play / Psychic
move 4: Will-O-Wisp
item: Aguav Berry / Black Glasses
ability: Infiltrator
nature: Adamant / Brave
evs: 248 HP / 252 Atk / 8 Def

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

Pursuit allows Spiritomb to trap and severely weaken mainly Ghost- and Psychic-types such as Golurk and Mesprit as well as pivots such as Eelektross and Primeape as they switch out. Sucker Punch is Spiritomb's strongest form of priority, threatening to pick off frailer Pokemon such as Togedemaru after a bit of chip damage. Sucker Punch and Pursuit pair well with one another due to Ghost- and Psychic-types' tendency to switch out in an attempt to avoid the former, causing them to get trapped and heavily weakened by the latter instead. Foul Play is a more reliable STAB attack that threatens foes that attempt to take advantage of Spiritomb's reliance on Sucker Punch such as Archeops and Lycanroc. Psychic can instead be used to lure in and deal decent damage to Gurdurr and Weezing, which would otherwise give Spiritomb issues due to the former not minding being burned and the latter threatening Spiritomb with Will-O-Wisp. Finally, Will-O-Wisp cripples physical attackers like Kangaskhan as well as Spiritomb's checks like the aforementioned Weezing. Taunt is an alternative that can be used over Will-O-Wisp to shut down defensive Pokemon such as Audino and Sableye, which can prove useful if Spiritomb's team has an unfavorable matchup against stall.

Set Details
========

The investment in HP and Attack maximizes Spiritomb's mixed bulk and offensive presence. An Adamant nature is used to further augment Spiritomb's Attack; however, if Spiritomb is using Psychic, a Brave nature should be used instead to preserve its Special Attack. Aguav Berry is the preferred item, since it mitigates Spiritomb's lack of recovery by restoring 50% of its HP after it takes enough damage. Black Glasses is an alternative that increases the power of Spiritomb's Dark-type attacks. Infiltrator allows Spiritomb to bypass the Substitutes of Pokemon such as Alolan Dugtrio, Jynx, and Oricorio-G, which prevents them from attempting to play around its attacks as they would with other users of Sucker Punch such as Absol and Skuntank.

Usage Tips
========

Spiritomb should mainly act as a revenge killer due to the combination of Sucker Punch and Pursuit allowing it to create mind games with and pick off weakened foes. Due to how setup sweepers can take advantage of Spiritomb's reliance on Sucker Punch, it should be wary of using it against them. Spiritomb should mainly switch into STAB moves from Pokemon such as Mesprit and Primeape, since it is immune to them. Pursuit should be used whenever Spiritomb anticipates a foe to switch out, as it is fairly strong and can wear them down faster than they would like. Pursuit can also be useful for putting foes in range of Sucker Punch. Exercise caution when using Will-O-Wisp if the opponent has a Fire-type, as they can absorb it and force Spiritomb out with their strong STAB attacks. If Spiritomb isn't running Foul Play, it doesn't have any overly reliable attacks, meaning that it will have to be a bit more careful against foes such as Carracosta, since they can potentially play around Sucker Punch. Scouting for Fairy-type coverage against foes such as Mesprit before switching in is advised, as they can heavily damage Spiritomb before it gets a chance to attack them.

Team Options
========

Spiritomb's weakness to Fairy means that checks to Fairy-types such as Aggron, Togedemaru, and Weezing make for good partners. In return, these Pokemon appreciate Spiritomb checking Fighting- and Psychic-types. Entry hazard setters such as Clefairy, Ferroseed, Mesprit, and the aforementioned Weezing appreciate Spiritomb's Ghost typing allowing it to spinblock. In return, the entry hazards wear down Spiritomb's switch-ins and bring frailer Pokemon into range of Sucker Punch. Due to Spiritomb's lack of recovery outside of Aguav Berry, entry hazard removal from the likes of Hitmonchan and Swanna is appreciated, since they can prevent entry hazards from wearing Spiritomb down faster. Hitmonchan also appreciates Spiritomb trapping and removing Ghost-types like Haunter and Oricorio-G, since this makes using Rapid Spin easier. Fighting- and Normal-type Pokemon such as Gurdurr, Primeape, and Zangoose appreciate Spiritomb both trapping and removing Ghost- and Psychic-types and potentially luring in opposing Gurdurr and Weezing, since this allows them to more freely spam their respective STAB attacks. In return, they can take on bulkier Steel-types such as Ferroseed and Probopass. Special wallbreakers such as Aurorus and Pyroar can break a lot of the physically bulky Pokemon that have little problems switching in on Spiritomb's attacks like Gourgeist-XL, with neither of them minding Will-O-Wisp.

[SET]
name: CroTomb
move 1: Calm Mind
move 2: Dark Pulse
move 3: Rest
move 4: Sleep Talk
item: Leftovers / Darkinium Z
ability: Pressure
nature: Bold
evs: 248 HP / 252 Def / 8 SpD

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

Calm Mind increases Spiritomb's Special Attack and Special Defense, gradually making it more and more of a threatening sweeper. Dark Pulse is Spiritomb's only attack, having useful neutral coverage and becoming rather strong after enough boosts from Calm Mind. Rest gives Spiritomb a form of recovery that also rids it of status conditions and allows it to absorb status while asleep. Sleep Talk allows Spiritomb to use one of its moves while asleep, preventing it from being completely helpless.

Set Details
========

The investment in HP and Defense in conjunction with a Bold nature serves to maximize Spiritomb's physical bulk, making it annoying to take down due to Calm Mind increasing its Special Defense. Leftovers give gives (as dumb as it sounds, leftovers is singular) Spiritomb a form of passive recovery, lessening the need to use Rest. Alternatively, Darkinium Z can be used to reduce the damage Spiritomb takes from Knock Off and prevent it from being crippled by Trick and Switcheroo while also turning Dark Pulse into Black Hole Eclipse, which is fairly strong even unboosted and can prove useful for heavily damaging specially bulky Pokemon like Munchlax on top of Dark-resistant foes like Skuntank. Pressure allows Spiritomb to serve as annoyance to Pokemon that are reliant on attacks with low PP such as Pyroar as well as opposing bulky setup sweepers like Type: Null.

Usage Tips
========

Spiritomb should mainly attempt to set up with Calm Mind late-game, as by this point, a lot of the stronger wallbreakers and Fairy-types that would otherwise prevent Spiritomb from setting up will either have been removed or weakened enough to be KOed. Use Rest once Spiritomb begins to take noticeable damage, as this prevents it from being worn down too fast and gets rid of any status that may be plaguing it beforehand while also letting it act as an emergency status absorber in case nothing else wants to switch in on status moves like Toxic. Spiritomb should aim to pivot into Fighting-types such as Hitmonchan and Throh and take advantage of how little they are capable of doing to it by either setting up or using Rest if necessary. Although not very common, Spiritomb should be wary of potential users of Switcheroo and Trick such as Manectric and Mesprit if it isn't using Darkinium Z, since they can render it completely useless. Darkinium Z variants should preserve their Z-Move until they need to break through special walls that they otherwise cannot bypass, such as Munchlax and Type: Null. It is advised to scout for Fairy-type coverage against foes such as Claydol, as they can lure in and heavily damage Spiritomb before it gets a chance to do anything.

Team Options
========

CroTomb fits on balance and stall teams in need of a bulky late-game sweeper that can also check Fighting-, Psychic-, and Normal-types, though it does have a place on bulky offensive teams as well. Audino makes for a premier partner due to its ability to provide Wish + Heal Bell support to keep Spiritomb healthy without forcing it to use Rest, switch into many of the stronger special attackers that threaten Spiritomb out prior to it using Calm Mind, and bait in Fighting-types for Spiritomb to take advantage of. Heal Bell also wakes Spiritomb up, which prevents it from having to burn sleep turns. In a similar vein, other special walls such as Carbink and Clefairy are good partners, with both providing entry hazard support and checking threatening special wallbreakers prior to Spiritomb setting up. Pokemon that can check Fairy-types such as Aggron, Pyroar, and Weezing make for good teammates, since they are a relatively hard stop to Spiritomb and can render Spiritomb's attempts at setting up pointless. Entry hazards can prove useful for wearing down Dark-resistant foes such as Silvally-Fairy, so setters of entry hazards such as Ferroseed, Carbink, and Weezing are good partners. Weezing also has the ability to switch into and cripple Clefairy with Taunt and weaken it with Sludge Bomb, while Carbink and Ferroseed can check Scrappy users such as Kangaskhan and Stoutland.

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

Pursuit trapping variants of Spiritomb can opt to run 96 EVs in Speed in order to outpace Gurdurr and threaten it with Psychic before it gets to use Knock Off. A Choice Band set with Trick instead of Will-O-Wisp can be used to make Spiritomb stronger while also giving it the ability to cripple both defensive threats and setup sweepers, but being locked into Sucker Punch is far from ideal due to this giving because it gives bulkier setup sweepers like Gurdurr an easier time against Spiritomb free setup opportunities. Life Orb can also be used to increase Spiritomb's damage output, but the recoil damage coupled with a its lack of reliable recovery isn't very appealing. Pain Split gives Spiritomb a form of recovery that doesn't temporarily incapacitate it, allowing it to take advantage of its low HP stat against Pokemon with high HP stats such as Audino and Lanturn. Shadow Sneak can be used as a secondary and more reliable form of priority for teams that are weaker to Jynx; however, it is much weaker than Sucker Punch and isn't as useful as its other moves. Snarl can be used over Dark Pulse on CroTomb, since it can go through Substitutes bypass Substitute and gives Spiritomb an easier time against strong special attackers like Pyroar, though Dark Pulse is usually more reliable due to its higher Base Power and accuracy. Rocky Helmet can be used to punish weaker, neutral attacks such as U-turn from Primeape and Ice Punch from Hitmonchan, though it leaves Spiritomb weaker and without any form of recovery. Memento is an interesting support option that can be used on more offensive teams to ease setup for teammates such as Belly Drum Zangoose.

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

**Fairy-types**: Fairy-types such as Clefairy, Granbull, Mawile, and Silvally-Fairy can all switch into Spiritomb's STAB attacks fairly easily and threaten it with their respective super effective STAB attacks. In particular, Clefairy is very annoying for Spiritomb to deal with, since Clefairy doesn't take much from any attack either Spiritomb variant can use, boasts reliable recovery in Soft-Boiled, and can even potentially set up with Calm Mind alongside CroTomb. None of them aside from Clefairy appreciate switching into Will-O-Wisp, however.

**Defensive Walls Pokemon**: (defensive walls is kinda redundant) Because of Spiritomb's merely average offenses, it often struggles with bulkier Pokemon. Physically bulky Pokemon such as Ferroseed, Regirock, and Weezing are annoying for the Pursuit trapping variant to bypass, while CroTomb struggles with breaking through special walls like Audino with Encore and Munchlax and Encore variants of Audino without a few boosts. Weezing must be wary of Psychic, however.

**Stronger Attackers**: Strong wallbreakers such as Aggron, Aurorus, Kingler, and Stoutland are capable of muscling past Spiritomb even with its good mixed bulk. However, Aurorus lacking Frost Breath faces issues with breaking CroTomb if it has obtained enough Special Defense boosts from Calm Mind, while Aggron and Kingler don't like switching in on Will-O-Wisp from Pursuit trapping variants.

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