Spiritomb (Analysis)

AccidentalGreed

Sweet and bitter as chocolate.
is a Forum Moderator Alumnusis a Top Contributor Alumnus
Time to get off my ass and finally do this.

Status: done

QC Approvals: (3/3)

GP Approvals: (2/2) (Bugmaniacbob / NixHex) (Bugmaniacbob)
-----------------------------------------------------------------------
442.gif


[OVERVIEW]

<p>Spiritomb is, more often than not, valued for one thing and one thing only: its typing. Shared only by the obscure Sableye, the Ghost / Dark typing gives Spiritomb zero typing-based weaknesses whatsoever, which is an understandably exciting prospect at first. Paired with Spiritomb's decent defenses, this should have made the swirly ghost a celebrity among both the casual and competitive battling communities; however, Spiritomb itself is a curious case of a mixed bag. Its infamous typing also brings a curse: a lack of good resistances (Spiritomb's only resistance is against Poison-type moves, which see very little use in OU), which limits its survival against the powerhouses of OU. Spiritomb's bulk is only decent in comparison to naturally defensive Pokemon, such as Blissey and Ferrothorn, making it heavily reliant on investment and defensive boosting moves.</p>

<p>Spiritomb, admittedly, isn't always a first choice to consider when creating a new team. However, it does provide nice benefits when you look closer; in addition to blocking Rapid Spin (a job which is extremely important for teams utilizing multiple entry hazards), Spiritomb is able to break down other defensive Pokemon simply by using its trademark Calm Mind set. Additionally, Spiritomb's typing and low Speed are still benefits, enabling it to take on Payback users, Psychic-, and Fighting-type Pokemon quite easily. However, perhaps the biggest reason for Spiritomb's usage in OU is its ability to stop Calm Mind Reuniclus cold, which is a huge advantage for defensive teams.</p>

<p>Use Spiritomb only for its advantages, as there are many Ghost-type Pokemon to choose from besides it. Do not assume that having zero weaknesses means it is going to last long without support or heavy defensive investment and planning.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Dark Pulse
move 3: Rest
move 4: Sleep Talk / Hidden Power Fighting
Item: Leftovers
Ability: Pressure
Nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]

<p>A set centered around Calm Mind, which takes advantage of Spiritomb's natural bulk and the absence of typing-based weaknesses, is Spiritomb's best shot in OU. After a few boosts, Spiritomb becomes a major threat towards defensive and stall-oriented teams, while it can stand face to face with important OU threats, including but not limited to Tyranitar, Jirachi, Latios, Latias, Conkeldurr, and, above all, Reuniclus. Moreover, being a Ghost-type, Spiritomb can simultaneously block Rapid Spin, which is a huge team benefit when utilizing entry hazards on a balanced or stall-based team.</p>

<p>When using Calm Mind Spiritomb, the game plan is to set up multiple boosts, then let loose with STAB Dark Pulse, having eliminated major counters, checks, and phazers (which can be easily identified with Team Preview). Nothing is immune to Dark Pulse, and by itself, this move has good overall coverage, meaning it is perfectly acceptable as a mono-attacking move. Rest is used to heal from damage and status. Assuming Spiritomb has boosted enough times, Rest should be more than sufficient to heal off damage against most special attackers. In the last slot, Sleep Talk, in conjunction with Rest, allows Spiritomb to function while sleeping, preventing it from becoming set-up fodder. Hidden Power Fighting, however, does have its merits for having almost perfect neutral coverage with Dark Pulse (save for Heracross and Toxicroak). In particular, Hidden Power Fighting should be used to fend off Tyranitar and Steel-types, all of whom will wall Spiritomb if it hasn't conjured enough Calm Mind boosts.</p>

[ADDITIONAL COMMENTS]

<p>Just maximize Spiritomb's HP and Defense with a Bold nature to ensure maximum durability alongside Calm Mind. Pain Split is an alternative option instead of Rest in order to avoid Rest's negative side-effect, allowing Spiritomb to function more easily. This also allows Spiritomb to use a better move, such as Hidden Power Fighting or Will-O-Wisp, in place of Sleep Talk. Keep in mind, though, that Spiritomb will be more susceptible to status than ever. Shadow Ball, which arguably has a better secondary effect than Dark Pulse on something as slow as Spiritomb, can be the main attacking move, but it should not be run with Sleep Talk unless your team has means of eliminating Normal-type Pokemon first.</p>

<p>Despite its flaws, unlike other Calm Mind users, Spiritomb lacks typing-based weaknesses and doesn't have as much trouble dealing with common counters to Calm Mind Latias and Reuniclus. Additionally, Spiritomb's typing enables it to wall Reuniclus, one of the most dangerous answers to defensive teams, so it functions well on balanced and stall-based teams. On top of this, all entry hazards work best with Spiritomb, giving it means of punishing checks and counters who try switching in. For example, Ferrothorn, who can help out with Thunder Wave, Spikes, and Stealth Rock, has its common weaknesses and counters blocked by Spiritomb (bar Choice Latios with Trick). Recall that Spiritomb lacks important resistances, so it would be wise to provide it with the best defensive support possible. To alleviate this problem somewhat, a Pokemon that can spread burns (Mew, Heatran, and Rotom-W, to name a few) enables Spiritomb to sponge physical hits much more easily, enabling easier setup against the likes of Scizor and other physical threats.</p>

<p>The best offensive teammates should be able to take out what Spiritomb cannot, and pave the way for its sweep. Without Hidden Power Fighting, Spiritomb will often have trouble against Dark- and Steel-type Pokemon, so teammates with strong Fighting- or Fire-type moves should be able to cripple these enemies. Chandelure gets a special mention for being able to lure many counters with Substitute, especially Tyranitar, and take them out with an attack coming off of base 145 Special Attack. Mienshao is also a notable teammate due to its ability to launch off a strong Hi Jump Kick in addition to OHKOing Gliscor with Hidden Power Ice, who commonly carries Taunt and Toxic. Other than the aforementioned teammates, the most efficient way to eliminate counters is by luring them, with some entry hazard damage in the process.</p>

[Other Options]

<p>In OU, Spiritomb has major competition for an offensive or defensive Ghost-type Pokemon in its alternative options; this is not to say that they are completely unusable on something as flexible as Spiritomb. To alleviate its problem taking boosted physical assaults, Will-O-Wisp can be utilized to cripple unsuspecting physical attackers. Likewise, though the low accuracy and the Sleep Clause limits its utility, Hypnosis is very useful in shutting down at least one counter. Pain Split is Spiritomb's other healing move, and if you have kept Spiritomb safe from Toxic, it's a decent alternative. Spiritomb's other notable support option is Spite, which could be used to great effect alongside Pressure and Protect; however, it will be hard-pressed to find time to recover against strong attackers. Finally, Spiritomb can be incredibly hard to take down with a Torment set, which takes advantage of Pressure, invested bulk, and Spiritomb's lack of weaknesses. Such a set is almost better taken advantage of by the likes of more dedicated Pokemon such as Heatran, though.</p>

<p>Offensively, Spiritomb does have a few notable alternatives. Instead of Dark Pulse, it can choose to run Shadow Ball. Because of Spiritomb's horrible Speed, it is mostly unable to take advantage of Dark Pulse's chance to flinch, and with Shadow Ball, a chance to lower the opponent's Special Defense is arguably more valuable. Dark Pulse should be used on mono-attacking sets to avoid being walled by Normal-type Pokemon, however. As situational as Choice Band may seem on Spiritomb, it has options such as Pursuit, Sucker Punch, and Trick to shut down some important Pokemon of the opposing team, most commonly Thundurus, Latios, and dedicated walls. Choice Specs is also usable with Spiritomb's access to Trick, but at this point, you're better off using Gengar or Chandelure for stronger special attacking. Finally, due to Spiritomb's defensive nature and access to Calm Mind, Nasty Plot should generally be avoided despite the faster boost in Special Attack.</p>

[Checks and Counters]

<p>This cannot be emphasized enough: no weaknesses does not equal invincibility. Without invested or boosted defenses, Spiritomb's bulk is only decent, leaving it open on either attacking side. Whatever Spiritomb does, it often has a tendency to be set up on quite easily. Most boosting physical attackers exploit Spiritomb's often unboosted Defense if they've avoided Will-O-Wisp, while boosting special attackers (e.g. Thundurus, Jirachi, Togekiss, and Zoroark) can prey on Spiritomb's commonly uninvested Special Defense. Spiritomb's problems are most common in the form of Dark- and Steel-types, who resist Spiritomb's main options and can cripple it with their attacks. A strong Choice Band user should usually KO Spiritomb in two or three hits, which is the minimum required to take advantage of Rest's two sleeping turns. On a similar note, Pokemon with the ability Justified, especially Cobalion and Terrakion, receive a free Attack boost when hit with Dark Pulse, which could put Spiritomb's team in immediate jeopardy.</p>

<p>Spiritomb is also rather susceptible to volatile status; while Taunt will put an end to Spiritomb's recovery and setup, Disable will put Spiritomb in a lot of trouble if it's used on an attacking move. Gengar, a common user of Disable, can wall Spiritomb if it shuts down Dark Pulse as it is immune to Hidden Power Fighting. Both Gliscor and Jellicent can also cripple Spiritomb with Toxic and Taunt, respectively, disabling Spiritomb's efforts to heal in time. Both, however, should look out for a boosted Dark Pulse heading their way. Though Encore is relatively rare in OU, Wobbuffet and Whimsicott are both fantastic users of the move against Spiritomb, and each also has their own ways of crippling Spiritomb even more. Finally, Spiritomb should beware of Trick users with Choice items, whom can also lock the swirly ghost on one move permanently.</p>

[Dream World]

<p>Spiritomb receives Infiltrator as its Dream World ability, which allows Spiritomb to ignore the effects cast by "magic walls" such as Safeguard, Light Screen, and Reflect. While this would have been a decent ability competitively, it pales in comparison to Pressure because of Spiritomb's defensive nature. The ability to stall out important attacks, such as Fire Blast, Draco Meteor, Stone Edge, and Iron Head, is often a deciding factor in Spiritomb's survival against strong attackers, so stick with it.</p>
 
Just something I noticed while skimming, third paragraph in Overview, "Do not assume that having no weakness means itis going to last long without support or heavy defensive planning". Split the it and is.
 
I run the following set, put it in

Spiritomb w/leftovers
252 hp evs, 252 sp.def evs, 4 attack, nature is plus special defense minus special attack.
Sucker punch
Pursuit
will-o-wisp
pain split.

Basically, it counters specs latios and cm reuniclus, as well as various other psychics and ghosts. The evs are kind of all-out, but it needs them to take a specs draco meteor.It won't KO latios with a sucker punch or outbound pursuit, but with SR and sandstorm up, you can have latios die upon the re-switchin a lot of the time.

It can't take two specs draco meteors, though, so you have to have good prediction.
 
This is in the GP stage (which means the actual data is complete for now), so no sets will be given their own section. If anything, a small mention can be added in OO or something.
 
I'll just leave the OO the way it is for now, since you can't get anymore self-explanatory than Pursuit and Sucker Punch.

I fixed in Heracross and Toxicroak, too.

I await your magic, GP checkers.
 

Toxicroak and Heracross feel sad for being ignored as usual. Poor things... ='(

Yeah maybe slash Shadow Ball with Dark Pulse? You can then add a comment about how you should use Dark Pulse with Sleep Talk and Shadow Ball with HP Fighting.
 
It's been a long time since an unofficial check
omit
add
comment
cap/decap
[OVERVIEW]

<p>Spiritomb is more-often-than-not (i looked this up, no hyphens necessary, just spaces) sought out for one thing and one thing only: its typing. Shared only by the obscure Sableye, the Ghost / Dark typing gives Spiritomb zero typing-based weaknesses, which is an understandably exciting prospect at first. Paired with Spiritomb's decent defenses, this should have made Spiritomb a celebrity among both the casual and competitive battling communities; however, Spiritomb itself is a curious case of a mixed bags. Spiritomb's infamous typing also brings along a curse: a lack of good resistances (Spiritomb's only resistance is against Poison-type moves, which sees pathetic use in OU), which limits Spiritomb's survival against the powerhouses of OU. Spiritomb's bulk is also only decent in comparison to natural defensive Pokemon, such as Blissey and Ferrothorn, making it heavily reliant on investment and defensive boosting moves.</p>

<p>Spiritomb, admittedly, isn't always a first choice to consider when creating a new team. However, Spiritomb does provide nice benefits for consideration; in addition to blocking Rapid Spin (a job which is extremely important for teams utilizing multiple entry hazards), Spiritomb is able to break down other defensive Pokemon simply by using its trademark Calm Mind set. Additionally, Spiritomb's typing and slow Speed are still benefits, enabling Spiritomb to take on Payback users, Psychic-, and Fighting-type Pokemon quite easily. Perhaps the main reason for Spiritomb's usage in OU at all is its ability to stop Calm Mind Reuniclus cold, which is a huge advantage for both offensive and defensively-oriented teams alike. (I assume this is what you are trying to say. Otherwise, just remove "alike" since you aren't really making a comparison)</p>

<p>Use Spiritomb only by for its advantages, as there are many Ghost-type Pokemon to choose from besides it. Do not assume that having no weaknesses means it is going to last long without support or heavy defensive investment and planning.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Dark Pulse
move 3: Rest
move 4: Sleep Talk / Hidden Power Fighting
Item: Leftovers
Ability: Pressure
Nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[Set Comments]

<p>A set centered around Calm Mind, which takes advantage of invested bulk and the absence of typing-based weaknesses, is Spiritomb's best shot in OU. Spiritomb becomes a major threat for defensive and stall-oriented teams, while it can stand face-to-face against important OU threats, including but not limited to Tyranitar, Jirachi, Latios, Latias, Conkeldurr, and, above all, Reuniclus. (you may want to mention Shadow Ball as Spiritomb will not like a LO or Calm Mind boosted Shadow Ball from Spiritomb. It's up to you since the Calm Mind set is usually Psychic and Focus Blast which as you mentioned, Spiritomb doesn't give to shits about) Moreover, being a Ghost-type, Spiritomb can simultaneously block Rapid Spin, which is a huge team benefit when utilizing entry hazards on a balanced or stall-based team.</p>

<p>When using Calm Mind Spiritomb, the game plan is to set up multiple boosts, then let loose with STAB Dark Pulse, having eliminated counters, checks, and phazers (which can be easy identified with Team Preview). Nothing is immune to Dark Pulse, and by itself, this move has good overall coverage, meaning it is perfectly acceptable as a mono-attacking move. Rest is used to heal from worrisome damage and status. Assuming Spiritomb has boosted enough times, Rest should be more than sufficient enough against most special attackers. In the last slot, Sleep Talk, in conjunction with Rest, allows Spiritomb to function while sleeping, preventing it from becoming set up fodder. Hidden Power Fighting, however, does have its merits for having almost perfect neutral coverage with Dark Pulse (save for Heracross and Toxicroak). Particularly, Hidden Power Fighting should be used to fend of Tyranitar and Steel-types, all of whom will wall Spiritomb if it hasn't conjured enough Calm Mind boosts.</p>

[Additional Comments]

<p>Just maximize Spiritomb's HP and Defense with a Bold nature to ensure maximum durability alongside Calm Mind. Pain Split is an alternative option instead of Rest for functioning outside of sleep. This also allows Spiritomb to use a better move, such as Hidden Power Fighting or Will-O-Wisp, in place of Sleep Talk. Keep in mind, though, that Spiritomb will be more susceptible to status than ever.</p>

<p>If Spiritomb has not boosted enough to make Dark Pulse damage meaningful, Taunt users,(no comma) such as Gliscor and Whimsicott,(no comma) will be a constant annoyance for it. Particularly, Whimsicott completely nullifies Spiritomb's efforts by locking it on a non-attacking move with Encore, then draining its health with Leech Seed. In the same vein, Spiritomb should also beware of Trick users with Choice items. Scizor and Excadrill, amongst other boosting Steel-type Pokemon, can both boost their Attack with Swords Dance and proceed to do massive damage, while Spiritomb can barely scratch them without prior damage. Finally, Spiritomb can only take so many attacks from threats with boosted attacks; Choice Band users like Dragonite and Haxorus can exploit Spiritomb's unboosted Defense and proceed to 2HKO at worst.</p>

<p>Despite its flaws, unlike other Calm Mind users, Spiritomb lacks typing-based weaknesses and doesn't have as much trouble dealing with common counters to Calm Mind Latias and Reuniclus. Additionally, Spiritomb's typing enables it to wall Reuniclus, a common answer to defensive teams, so it functions well on balanced and stall-based teams. On top of this, all entry hazards work best with Spiritomb, giving it means of punishing checks and counters who try switching in. For example, Ferrothorn, who can help out with Thunder Wave, Spikes, and Stealth Rock, has its common weaknesses and counters blocked by Spiritomb (bar Choice Latios with Trick). Recall that Spiritomb lacks important resistances, so it would be wise to provide it with the best defensive synergy possible. To alleviate this problem somewhat, a Pokemon that can spread burns (Mew, Heatran, and Rotom-W, to name a few) enables Spiritomb to sponge physical hits much better, making setup easier against the likes of Scizor and other physical threats.</p>

<p>The best offensive teammates should be able to provide external coverage and pave the way for Spiritomb's sweep. Without Hidden Power Fighting, Spiritomb will have often often have trouble fighting against Dark- and Steel-type Pokemon, so teammates with strong Fighting- or Fire-type moves should be able to cripple these enemies. Chandelure gets a special mention for being able to lure many counters with Substitute, especially Tyranitar, and take them out with an attack coming off of base 145 Special Attack. Mienshao is also a notable teammate due to its ability to launch off a strong Hi Jump Kick in addition to OHKOing Gliscor, who commonly carries Taunt. Other than the aforementioned teammates, the most efficient way to eliminate counters is by luring them, with some entry hazard damage in the process.</p>

[Other Options]

<p>In OU, Spiritomb has major competition for an offensive or defensive Ghost-type Pokemon in its alternate options; that is not to say that they are not completely unusable on something as flexible as Spiritomb. To alleviate its problem taking boosted physical assaults, Will-O-Wisp can be utilized to cripple unsuspecting physical attackers. Likewise, though the low accuracy and the Sleep Clause limits its utility, Hypnosis is very useful in shutting down at least one counter. Pain Split is Spiritomb's other healing move besides Rest, and if you have kept Spiritomb safe from Toxic, it's a decent alternative. Spiritomb's other notable support option is Spite, which could be used to great effect alongside Pressure and Protect; however, Spiritomb will be hard-pressed to find time to recover against strong attackers. Finally, Spiritomb can be incredibly hard to take down with a Torment set, which takes advantage of Pressure, invested bulk, and Spiritomb's lack of weaknesses. Such a set is almost better taken advantage of by the likes of more dedicated Pokemon such as Heatran, though.</p>

<p>Offensively, Spiritomb does have a few notable alternatives. Instead of Dark Pulse, Spiritomb can choose to run Shadow Ball. Because of Spiritomb's horrible speed, it is mostly unable to take advantage of Dark Pulse's chance to flinch, and with Shadow Ball, a chance to lower the opponent's Special Defense is arguably more valuable. Dark Pulse should be used on mono-attacking sets to avoid being walled by Normal-type Pokemon, however. As situational as Choice Band may seem on Spiritomb, it has options such as Pursuit, Sucker Punch, and Trick to shut down some important Pokemon of the opposing team, most commonly Thundurus, Latios, and dedicated walls. Choice Specs is also usable with Spiritomb's access to Trick, but at this point, you're better off using Gengar or Chandelure for stronger special attacking. Finally, due to Spiritomb's defensive nature and access to Trick, Nasty Plot should generally be avoided despite the faster boost in Special Attack.</p>

[Checks and Counters]

<p>This cannot be emphasized enough: no weaknesses does not equal invincibility. Without invested or boosted defenses, Spiritomb's bulk is only decent, leaving it open to either attacking side. Whatever Spiritomb does, it often has a tendency for being set up on quite easily. Most boosting physical attackers (e.g. Tyrantar, Bisharp, Scizor, and Cobalion) exploit Spiritomb's often unboosted Defense if they've avoided Will-O-Wisp, while boosting special attackers (e.g. Thundurus, Jirachi, Togekiss, and Zoroark) can prey on Spiritomb's regularly uninvested Special Defense. Spiritomb's problems are particularly Dark- and Steel-types, whom resist Spiritomb's main options and commonly cripple it with hard hits. A strong Choice Band user should usually KO Spiritomb in two or three hits, which is the minimum required to take advantage of Rest's two sleeping turns.</p>

<p>Spiritomb is also rather susceptible to disruption moves; while Taunt will put an end to Spiritomb's recovery and set up, Disable will put Spiritomb in much trouble if it's used on an attacking move. Gengar, a common user of Disable, can wall Spiritomb if it shuts down Dark Pulse while being immune to Hidden Power Fighting. Both Gliscor and Jellicent can also cripple Spiritomb with both Toxic and Taunt, disabling Spiritomb's efforts to heal in time. Both, however, should look out for a boosted Dark Pulse heading their way. Though Encore is a rare disruption move in OU, Wobbuffet and Whimsicott are fantastic users of the move against Spiritomb, each also having their own ways of crippling Spiritomb even more. Finally, Spiritomb should beware of Trick users, whom can also lock Spiritomb on one move permanently.</p>

[Dream World]

<p>Spiritomb receives Infiltrator as its Dream World ability. Infiltrator allows Spiritomb to ignore the effects cast by "magic walls", such as Safeguard, Light Screen, and Reflect, and while this would have normally been a decent ability competitively, it pales in comparison to Pressure because of Spiritomb's defensive nature. The ability to stall out important attacks, such as Fire Blast, Draco Meteor, Stone Edge, and Iron Head, is often a deciding factor in Spiritomb's survival against strong attackers, so stick with it.</p>
That was seriously a terrific write up. Good job!
 
NixHex just about cleaned everything else. Good write up. Unless the team adds in their own changes, the last thing I see is that I think there should be a comma after "more often than not" at the top.
 
Great analysis, but I think you should mention somewhere that Spiritomb should not spam Dark Pulse against teams that have a Pokemon with the ability Justified (giving Terakion a +1 attack boost can potentially be VERY dangerous, especially when Spiritomb is forced to switch out immediately afterward).
 
I didn't expect Spiritomb to attract so much attention in one morning, but that's totally okay.

Thanks for the first GP check, NixHex and BMB, though the comment about Shadow Ball in the check should be expanded or fixed. I also added Aero's suggestion on the commas in the first sentence, as well as Super Mario Bro's suggestion on Justified users in the Counters section.

As for a slash for Shadow Ball in the Calm Mind set, Dark Pulse pretty much seals Shadow Ball's own coverage, the advantages of Shadow only being able to hit certain types (which can be hit by Hidden Power fighting alongside Dark Pulse anyway). Being walled by a larger range of Normal-types is totally not worth it when the only couple of Pokemon resisting Dark Pulse + HP Fighting are Toxicroak and Heracross.

Any justifiable objections are welcome. As for now, I await the final GP check!

EDIT: I added in a mention of Shadow Ball in the Additional Comments. Check that, certainly.
 
As for a slash for Shadow Ball in the Calm Mind set, Dark Pulse pretty much seals Shadow Ball's own coverage, the advantages of Shadow only being able to hit certain types (which can be hit by Hidden Power fighting alongside Dark Pulse anyway). Being walled by a larger range of Normal-types is totally not worth it when the only couple of Pokemon resisting Dark Pulse + HP Fighting are Toxicroak and Heracross.

While I do agree that Dark and Ghost have pretty much the same coverage offensively, I still maintain that Ghost is the superior type when paired with Hidden Power Fighting. You're not walled by normal types because Hidden Power hits them harder than Dark Pulse would anyway (except for Girafarig and all the terrible Normal/Flying types). The main reason I brought up Shadow Ball is its neutrality to Fighting which I feel is a much bigger deal than just Toxicroak and Heracross. An effective 120 BP move is a whole lot stronger than a 70 BP move. Also, like you say, it's not like Spiritomb is gonna be outspeeding things and can take advantage of the flinch chance. If anything, the Special Defense drop provided by Shadow Ball is more beneficial. Like I said, use Dark Pulse if you're using Sleep Talk, as nothing is immune to it. If you're using Hidden Power however, I still think Shadow Ball is the superior option and therefore deserves a slash.
 
Hey, mind if I do a GP check?

By all means, go and show your stuff (maybe then yours can get a GP stamp too).

As for Shadow Ball, I already put a mention of it in both the OO and the AC, explaining that the coverage is risky unless you have a means of getting rid of getting rid of Normal-type (through Hidden Power Fighting or teammates with strong moves).
 
[OVERVIEW]

<p>Spiritomb is, more often than not, sought out for one thing and one thing only: its typing. Shared only by the obscure Sableye, the Ghost / Dark typing(hyphen?) gives Spiritomb zero typing-based weaknesses, which is an understandably exciting prospect at first. Paired with Spiritomb's decent defenses, this should have made Spiritomb it a celebrity among both the casual and competitive battling communities; however, Spiritomb itself is a curious case of a mixed bag. Spiritomb's (too many spiritombs. maybe replace with something descriptive like "the swirly ghost") infamous typing also brings along a curse: a lack of good resistances (Spiritomb's only resistance is against Poison-type moves, which sees pathetic use in OU), (< should this comma be here?) which limits Spiritomb's survival against the powerhouses of OU. Spiritomb's bulk is also only decent in comparison to natural defensive Pokemon, such as Blissey and Ferrothorn, making it heavily reliant on investment and defensive boosting moves.</p>

<p>Spiritomb, admittedly, isn't always a first choice to consider when creating a new team. However, Spiritomb does provide nice benefits when looked further upon; in addition to blocking Rapid Spin (a job which is extremely important for teams utilizing multiple entry hazards), Spiritomb is able to break down other defensive Pokemon simply by using its trademark Calm Mind set. Additionally, Spiritomb's typing and slow Speed are still benefits, enabling Spiritomb to take on Payback users, Psychic-, and Fighting-type Pokemon quite easily. Perhaps the main reason for Spiritomb's usage in OU at all is its ability to stop Calm Mind Reuniclus cold, which is a huge advantage for defensive teams.</p>

<p>Use Spiritomb only for its advantages, as there are many Ghost-type Pokemon to choose from besides it. Do not assume that having zero weaknesses means it is going to last long without support or heavy defensive investment and planning.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Dark Pulse
move 3: Rest
move 4: Sleep Talk / Hidden Power Fighting
Item: Leftovers
Ability: Pressure
Nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[Set Comments]

<p>A set centered around Calm Mind, which takes advantage of invested bulk and the absence of typing-based weaknesses, is Spiritomb's best shot in OU. Spiritomb becomes a major threat towards defensive and stall-oriented teams, while it can stand face-to-face (no hyphenation) against important OU threats, including but not limited to Tyranitar, Jirachi, Latios, Latias, Conkeldurr, and, above all, Reuniclus. Moreover, being a Ghost-type, Spiritomb can simultaneously block Rapid Spin, which is a huge team benefit when utilizing entry hazards on a balanced or stall-based team.</p>

<p>When using Calm Mind Spiritomb, the game plan is to set up multiple boosts, then let loose with STAB Dark Pulse, having eliminated major counters, checks, and phazers (which can be easy identified with Team Preview). Nothing is immune to Dark Pulse, and by itself, this move has good overall coverage, meaning it is perfectly acceptable as a mono-attacking move. Rest is used to heal from worrisome damage and status. Assuming Spiritomb has boosted enough times, Rest should be more than sufficient enough against most special attackers. In the last slot, Sleep Talk, in conjunction with Rest, allows Spiritomb to function while sleeping, preventing it from becoming set up fodder. Hidden Power Fighting, however, does have its merits for having almost perfect neutral coverage with Dark Pulse (save for Heracross and Toxicroak). Particularly, Hidden Power Fighting should be used to fend off Tyranitar and Steel-types, all of whom will wall Spiritomb if it hasn't conjured enough Calm Mind boosts.</p>

[Additional Comments]

<p>Just maximize Spiritomb's HP and Defense with a Bold nature to ensure maximum durability alongside Calm Mind. Pain Split is an alternative option instead of Rest for functioning outside of sleep. This also allows Spiritomb to use a better move, such as Hidden Power Fighting or Will-O-Wisp, in place of Sleep Talk. Keep in mind, though, that Spiritomb will be more susceptible to status than ever. Shadow Ball, which arguably has a better secondary effect than Dark Pulse on something as slow as Spiritomb, can be the main attacking move, but it should not be run with Sleep Talk unless your team has means of eliminating Normal-type Pokemon first.</p>

<p>If Spiritomb has not boosted enough to make Dark Pulse damage meaningful, Taunt users such as Gliscor and Whimsicott will be a constant annoyance for it. Particularly, Whimsicott completely nullifies Spiritomb's efforts by locking it on a non-attacking move with Encore, then draining its health with Leech Seed. In the same vein, Spiritomb should also beware of Trick users with Choice items. Scizor and Excadrill, amongst other boosting Steel-type Pokemon, can both boost their Attack with Swords Dance and proceed to do massive damage, while Spiritomb can barely scratch them without prior damage. Finally, Spiritomb can only take so much from threats with boosted attacks; Choice Band users like Dragonite and Haxorus can exploit Spiritomb's unboosted Defense and proceed to 3HKO at worst.</p>

<p>Despite its flaws, unlike other Calm Mind users, Spiritomb lacks typing-based weaknesses and doesn't have as much trouble dealing with common counters to Calm Mind Latias and Reuniclus. Additionally, Spiritomb's typing enables it to wall Reuniclus, one of the most dangerous answers to defensive teams, so it functions well on balanced and stall-based teams. On top of this, all entry hazards work best with Spiritomb, giving it means of punishing checks and counters who try switching in. For example, Ferrothorn, who can help out with Thunder Wave, Spikes, and Stealth Rock, has its common weaknesses and counters blocked by Spiritomb (bar Choice Latios with Trick). Recall that Spiritomb lacks important resistances, so it would be wise to provide it with the best defensive synergy possible. To alleviate this problem somewhat, a Pokemon that can spread burns (Mew, Heatran, and Rotom-W, to name a few) enables Spiritomb to sponge physical hits much better, enabling easier setup against the likes of Scizor and other physical threats.</p>

<p>The best offensive teammates should be able to provide external coverage and pave the way for Spiritomb's sweep. Without Hidden Power Fighting, Spiritomb will often have trouble fighting against Dark- and Steel-type Pokemon, so teammates with strong Fighting- or Fire-type moves should be able to cripple these enemies. Chandelure gets a special mention for being able to lure many counters with Substitute, especially Tyranitar, and take them out with an attack coming off of base 145 Special Attack. Mienshao is also a notable teammate due to its ability to launch off a strong Hi Jump Kick in addition to OHKOing Gliscor, who commonly carries Taunt and Toxic. Other than the aforementioned teammates, the most efficient way to eliminate counters is by luring them, with some entry hazard damage in the process.</p>

[Other Options]

<p>In OU, Spiritomb has major competition for an offensive or defensive Ghost-type Pokemon in its alternate options; this is not to say that they are completely unusable on something as flexible as Spiritomb. To alleviate its problem taking boosted physical assaults, Will-O-Wisp can be utilized to cripple unsuspecting physical attackers. Likewise, though the low accuracy and the Sleep Clause limits its utility, Hypnosis is very useful in shutting down at least one counter. Pain Split is Spiritomb's other healing move besides Rest, and if you have kept Spiritomb safe from Toxic, it's a decent alternative. Spiritomb's other notable support option is Spite, which could be used to great effect alongside Pressure and Protect; however, Spiritomb will be hard-pressed to find time to recover against strong attackers. Finally, Spiritomb can be incredibly hard to take down with a Torment set, which takes advantage of Pressure, invested bulk, and Spiritomb's lack of weaknesses. Such a set is almost better taken advantage of by the likes of more dedicated Pokemon such as Heatran, though.</p>

<p>Offensively, Spiritomb does have a few notable alternatives. Instead of Dark Pulse, Spiritomb can choose to run Shadow Ball. Because of Spiritomb's horrible speed, it is mostly unable to take advantage of Dark Pulse's chance to flinch, and with Shadow Ball, a chance to lower the opponent's Special Defense is arguably more valuable. Dark Pulse should be used on mono-attacking sets to avoid being walled by Normal-type Pokemon, however. As situational as Choice Band may seem on Spiritomb, it has options such as Pursuit, Sucker Punch, and Trick to shut down some important Pokemon of the opposing team, most commonly Thundurus, Latios, and dedicated walls. Choice Specs is also usable with Spiritomb's access to Trick, but at this point, you're better off using Gengar or Chandelure for stronger special attacking. Finally, due to Spiritomb's defensive nature and access to Calm Mind, Nasty Plot should generally be avoided despite the faster boost in Special Attack.</p>

[Checks and Counters]

<p>This cannot be emphasized enough: no weaknesses does not equal invincibility. Without invested or boosted defenses, Spiritomb's bulk is only decent, leaving it open to on either attacking side. Whatever Spiritomb does, it often has a tendency for being set up on quite easily. Most boosting physical attackers (e.g. Tyranitar, Bisharp, Scizor, and Cobalion) exploit Spiritomb's often unboosted Defense if they've avoided Will-O-Wisp, while boosting special attackers (e.g. Thundurus, Jirachi, Togekiss, and Zoroark) can prey on Spiritomb's regularly uninvested Special Defense. Spiritomb's problems are particularly Dark- and Steel-types, whom resist Spiritomb's main options and commonly cripple it with hard hits. A strong Choice Band user should usually KO Spiritomb in two or three hits, which is the minimum required to take advantage of Rest's two sleeping turns. On a similar note, Pokemon with the ability Justified, especially Cobalion and Terrakion, receive a free Attack boost when hit with Dark Pulse, which could put Spiritomb's team in immediate jeopardy.</p>

<p>Spiritomb is also rather susceptible to disruption moves volatile status; while Taunt will put an end to Spiritomb's recovery and set up, Disable will put Spiritomb in much trouble if it's used on an attacking move. Gengar, a common user of Disable, can wall Spiritomb if it shuts down Dark Pulse while being immune to Hidden Power Fighting. Both Gliscor and Jellicent can also cripple Spiritomb with both Toxic and Taunt, respectively, disabling Spiritomb's efforts to heal in time. Both, however, should look out for a boosted Dark Pulse heading their way. Though Encore is a rare disruption move in OU, Wobbuffet and Whimsicott are both fantastic users of the move against Spiritomb, each also having their own ways of crippling Spiritomb even more. Finally, Spiritomb should beware of Trick users with Choice items, whom can also lock Spiritomb on one move permanently.</p>

[Dream World]

<p>Spiritomb receives Infiltrator as its Dream World ability, which allows Spiritomb to ignore the effects cast by "magic walls" such as Safeguard, Light Screen, and Reflect. While this would have been a decent ability competitively, it pales in comparison to Pressure because of Spiritomb's defensive nature. The ability to stall out important attacks, such as Fire Blast, Draco Meteor, Stone Edge, and Iron Head, is often a deciding factor in Spiritomb's survival against strong attackers, so stick with it.</p>

If I count how many instances of "Spiritomb" are in this analysis, will I reach 108? :P

This is excellent. Just a few errors to fix.
 
Alright, I made most of the edits; I just disagreed with a particular one (volatile seems like an incorrect way of wording it here).

Let's get this baby done.
 
Hey it's only one set so I might as well check it myself right

GP Check [2/2]

REMOVE
ADD
COMMENT

[OVERVIEW]

<p>Spiritomb is, more often than not, sought out valued for one thing and one thing only: its typing. Shared only by the obscure Sableye, the Ghost / Dark typing gives Spiritomb zero typing-based weaknesses whatsoever, which is an understandably exciting prospect at first. Paired with Spiritomb's decent defenses, this should have made the swirly ghost a celebrity among both the casual and competitive battling communities; however, Spiritomb itself is a curious case of a mixed bag. Its infamous typing also brings a curse: a lack of good resistances (Spiritomb's only resistance is against Poison-type moves, which see pathetic very little use in OU), which limits its survival against the powerhouses of OU. Spiritomb's bulk is only decent in comparison to natural naturally defensive Pokemon, such as Blissey and Ferrothorn, making it heavily reliant on investment and defensive boosting moves.</p>

<p>Spiritomb, admittedly, isn't always a first choice to consider when creating a new team. However, it does provide nice benefits when looked further upon you look closer; in addition to blocking Rapid Spin (a job which is extremely important for teams utilizing multiple entry hazards), Spiritomb is able to break down other defensive Pokemon simply by using its trademark Calm Mind set. Additionally, Spiritomb's typing and low Speed are still benefits, enabling it to take on Payback users, Psychic-, and Fighting-type Pokemon quite easily. However, perhaps Perhaps the main biggest reason for Spiritomb's usage in OU at all is its ability to stop Calm Mind Reuniclus cold, which is a huge advantage for defensive teams.</p>

<p>Use Spiritomb only for its advantages, as there are many Ghost-type Pokemon to choose from besides it. Do not assume that having zero weaknesses means it is going to last long without support or heavy defensive investment and planning.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Dark Pulse
move 3: Rest
move 4: Sleep Talk / Hidden Power Fighting
Item: Leftovers
Ability: Pressure
Nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[Set Comments]

<p>A set centered around Calm Mind, which takes advantage of invested bulk Spiritomb's natural bulk and the absence of typing-based weaknesses, is Spiritomb's best shot in OU. After a few boosts, Spiritomb becomes a major threat towards defensive and stall-oriented teams, while it can stand face to face against with important OU threats, including but not limited to Tyranitar, Jirachi, Latios, Latias, Conkeldurr, and, above all, Reuniclus. Moreover, being a Ghost-type, Spiritomb can simultaneously block Rapid Spin, which is a huge team benefit when utilizing entry hazards on a balanced or stall-based team.</p>

<p>When using Calm Mind Spiritomb, the game plan is to set up multiple boosts, then let loose with STAB Dark Pulse, having eliminated major counters, checks, and phazers (which can be easy easily identified with Team Preview). Nothing is immune to Dark Pulse, and by itself, this move has good overall coverage, meaning it is perfectly acceptable as a mono-attacking move. Rest is used to heal from worrisome damage and status. Assuming Spiritomb has boosted enough times, Rest should be more than sufficient to heal off damage against most special attackers. In the last slot, Sleep Talk, in conjunction with Rest, allows Spiritomb to function while sleeping, preventing it from becoming set-up fodder. Hidden Power Fighting, however, does have its merits for having almost perfect neutral coverage with Dark Pulse (save for Heracross and Toxicroak). Particularly In particular, Hidden Power Fighting should be used to fend off Tyranitar and Steel-types, all of whom will wall Spiritomb if it hasn't conjured enough Calm Mind boosts.</p>

[Additional Comments]

<p>Just maximize Spiritomb's HP and Defense with a Bold nature to ensure maximum durability alongside Calm Mind. Pain Split is an alternative option instead of Rest for functioning outside of sleep in order to avoid Rest's negative side-effect, allowing Spiritomb to function more easily. This also allows Spiritomb to use a better move, such as Hidden Power Fighting or Will-O-Wisp, in place of Sleep Talk. Keep in mind, though, that Spiritomb will be more susceptible to status than ever. Shadow Ball, which arguably has a better secondary effect than Dark Pulse on something as slow as Spiritomb, can be the main attacking move, but it should not be run with Sleep Talk unless your team has means of eliminating Normal-type Pokemon first.</p>

<p>If Spiritomb has not boosted enough to make Dark Pulse damage meaningful, Taunt users such as Gliscor and Whimsicott will be a constant annoyance for it. Particularly, Whimsicott completely nullifies Spiritomb's efforts by locking it on a non-attacking move with Encore, then draining its health with Leech Seed. In the same vein, Spiritomb should also beware of Trick users with Choice items. Scizor and Excadrill, amongst other boosting Steel-type Pokemon, can both boost their Attack with Swords Dance and proceed to do massive damage, while Spiritomb can barely scratch them without prior damage. Finally, Spiritomb can only take so much from threats with boosted attacks; Choice Band users like Dragonite and Haxorus can exploit its unboosted Defense and proceed to 3HKO at worst.</p>

[Uh this paragraph is completely meaningless if you're not going to suggest some way for the Spiritomb user to defeat Gliscor/Whimsicott/Scizor/Excadrill/Haxorus/Dragonite/whatever. Checks and Counters is where that stuff goes, not here]

<p>Despite its flaws, unlike other Calm Mind users, Spiritomb lacks typing-based weaknesses and doesn't have as much trouble dealing with common counters to Calm Mind Latias and Reuniclus. Additionally, Spiritomb's typing enables it to wall Reuniclus, one of the most dangerous answers to defensive teams, so it functions well on balanced and stall-based teams. On top of this, all entry hazards work best with Spiritomb, giving it means of punishing checks and counters who try switching in. For example, Ferrothorn, who can help out with Thunder Wave, Spikes, and Stealth Rock, has its common weaknesses and counters blocked by Spiritomb (bar Choice Latios with Trick). Recall that Spiritomb lacks important resistances, so it would be wise to provide it with the best defensive synergy support [Spiritomb doesn't really have much defensive synergy with anything]. To alleviate this problem somewhat, a Pokemon that can spread burns (Mew, Heatran, and Rotom-W, to name a few) enables Spiritomb to sponge physical hits much better more easily, enabling easier setup against the likes of Scizor and other physical threats.</p>

<p>The best offensive teammates should be able to provide external coverage take out what Spiritomb cannot, and pave the way for Spiritomb's sweep. Without Hidden Power Fighting, Spiritomb will often have trouble against Dark- and Steel-type Pokemon, so teammates with strong Fighting- or Fire-type moves should be able to cripple these enemies. Chandelure gets a special mention for being able to lure many counters with Substitute, especially Tyranitar, and take them out with an attack coming off of base 145 Special Attack. Mienshao is also a notable teammate due to its ability to launch off a strong Hi Jump Kick in addition to OHKOing Gliscor with Hidden Power Ice, who commonly carries Taunt and Toxic. Other than the aforementioned teammates, the most efficient way to eliminate counters is by luring them, with some entry hazard damage in the process.</p>

[Other Options]

<p>In OU, Spiritomb has major competition for an offensive or defensive Ghost-type Pokemon in its alternative options; this is not to say that they are completely unusable on something as flexible as Spiritomb. To alleviate its problem taking boosted physical assaults, Will-O-Wisp can be utilized to cripple unsuspecting physical attackers. Likewise, though the low accuracy and the Sleep Clause limits its utility, Hypnosis is very useful in shutting down at least one counter. Pain Split is Spiritomb's other healing move, and if you have kept Spiritomb safe from Toxic, it's a decent alternative. Spiritomb's other notable support option is Spite, which could be used to great effect alongside Pressure and Protect; however, it will be hard-pressed to find time to recover against strong attackers. Finally, Spiritomb can be incredibly hard to take down with a Torment set, which takes advantage of Pressure, invested bulk, and Spiritomb's lack of weaknesses. Such a set is almost better taken advantage of by the likes of more dedicated Pokemon such as Heatran, though.</p>

<p>Offensively, Spiritomb does have a few notable alternatives. Instead of Dark Pulse, it can choose to run Shadow Ball. Because of Spiritomb's horrible speed Speed, it is mostly unable to take advantage of Dark Pulse's chance to flinch, and with Shadow Ball, a chance to lower the opponent's Special Defense is arguably more valuable. Dark Pulse should be used on mono-attacking sets to avoid being walled by Normal-type Pokemon, however. As situational as Choice Band may seem on Spiritomb, it has options such as Pursuit, Sucker Punch, and Trick to shut down some important Pokemon of the opposing team, most commonly Thundurus, Latios, and dedicated walls. Choice Specs is also usable with Spiritomb's access to Trick, but at this point, you're better off using Gengar or Chandelure for stronger special attacking. Finally, due to Spiritomb's defensive nature and access to Calm Mind, Nasty Plot should generally be avoided despite the faster boost in Special Attack.</p>

[Checks and Counters]

<p>This cannot be emphasized enough: no weaknesses does not equal invincibility. Without invested or boosted defenses, Spiritomb's bulk is only decent, leaving it open on either attacking side. Whatever Spiritomb does, it often has a tendency of being to be set up on quite easily. Most boosting physical attackers exploit Spiritomb's often unboosted Defense if they've avoided Will-O-Wisp, while boosting special attackers (e.g. Thundurus, Jirachi, Togekiss, and Zoroark) can prey on Spiritomb's regularly commonly uninvested Special Defense. Spiritomb's problems are particularly most often in the form of Dark- and Steel-types, whom who resist Spiritomb's main options and commonly can cripple it with hard hits their attacks. A strong Choice Band user should usually KO Spiritomb in two or three hits, which is the minimum required to take advantage of Rest's two sleeping turns. On a similar note, Pokemon with the ability Justified, especially Cobalion and Terrakion, receive a free Attack boost when hit with Dark Pulse, which could put Spiritomb's team in immediate jeopardy.</p>

<p>Spiritomb is also rather susceptible to volatile status; while Taunt will put an end to Spiritomb's recovery and setup, Disable will put Spiritomb in much a lot of trouble if it's used on an attacking move. Gengar, a common user of Disable, can wall Spiritomb if it shuts down Dark Pulse while being as it is immune to Hidden Power Fighting. Both Gliscor and Jellicent can also cripple Spiritomb with Toxic and Taunt, respectively, disabling Spiritomb's efforts to heal in time. Both, however, should look out for a boosted Dark Pulse heading their way. Though Encore is relatively rare in OU, Wobbuffet and Whimsicott are both fantastic users of the move against Spiritomb, and each also having has their own ways of crippling Spiritomb even more. Finally, Spiritomb should beware of Trick users with Choice items, whom can also lock the swirly ghost on one move permanently.</p>

[Dream World]

<p>Spiritomb receives Infiltrator as its Dream World ability, which allows Spiritomb to ignore the effects cast by "magic walls" such as Safeguard, Light Screen, and Reflect. While this would have been a decent ability competitively, it pales in comparison to Pressure because of Spiritomb's defensive nature. The ability to stall out important attacks, such as Fire Blast, Draco Meteor, Stone Edge, and Iron Head, is often a deciding factor in Spiritomb's survival against strong attackers, so stick with it.</p>

contrib_gp.png
 
Sweet! Thanks, BMB. I simply deleted the paragraph you referenced in the Calm Mind set, and the counters will be read into the Checks and Counters to make things short and sweet.

I hail declare thee (DONE).
 
Back
Top