Draft Spiritomb

[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 3-4 points

**Overview**: Spiritomb is an okay budget Pokemon that possesses a valuable Ghost / Dark typing, which allows it to act as a spinblocker. It has decent bulk in both of its defensive stats, allowing it to serve as a good check to specific foes. It also has a surprisingly deep utility movepool, which it can use to support its teammates. Unfortunately, Spiritomb's abysmal Speed and lack of reliable recovery outside of Pain Split and Rest means that it can be worn down quickly. Additionally, it lacks good coverage, so it finds itself walled by opposing Dark-types.

[strategy comments]
Common Roles
========
**Defensive Wall**: Spiritomb can act as a good defensive piece in a team, tailoring its EVs to be either physically or specially defensive. With access to moves such as Trick, Toxic, and Will-O-Wisp, it can cripple foes for its teammates to take advantage of later. It also has the unique property of hitting foes through Substitute thanks to Infiltrator, further dissuading opposing setup opportunities.

**Revenge Killer**: With a damage-boosting item, Spiritomb can threaten weakened foes as well as ones that are weak to its strong priority attacks in Sucker Punch and Shadow Sneak.

Common Moves
========
**Primary STAB Moves**: Foul Play, Dark Pulse, Sucker Punch, Shadow Ball, Hex, Poltergeist, Shadow Sneak

**Setup Moves**: Calm Mind, Nasty Plot

**Utility Moves**: Will-O-Wisp, Trick, Taunt, Toxic, Destiny Bond, Pain Split, Memento, Rest, Sleep Talk

**Coverage**: Psychic, Psyshock, Burning Jealousy

Niche Moves
========
**Payback**: Given its low Speed, Spiritomb can use Payback to deal more damage if needed.

**Rock Tomb / Icy Wind**: Spiritomb can use Rock Tomb and Icy Wind as a form of speed control for either itself or its teammates to take advantage of during a match.

**Trick Room**: Spiritomb can use Trick Room to utilize its low Speed to its advantage to punch holes in the opposing team.

**Curse**: Spiritomb is bulky enough to utilize Curse to whittle down foes quicker than Toxic, allowing its teammates to then finish them off more quickly.

Common Items
========
**Leftovers**: Leftovers gives Spiritomb the passive recovery that is needed for it to stay healthy and fulfil its defensive role.

**Rocky Helmet**: Spiritomb can use Rocky Helmet on physically defensive sets to punish contact attackers and wear them down over the course of a match.

Niche Items
========
**Heavy-Duty Boots**: Against entry hazard-stacking teams, Spiritomb can use Heavy-Duty Boots to allow itself to switch in and out more freely without fear of passive damage.

**Choice Band / Specs**: Spiritomb can use either Choice Band or Choice Specs primarily to ruin foes via Trick and neuter their capabilities. It also appreciates the extra damage to punch holes through opposing threats.

**Damage-boosting Items**: Black Glasses and Spell Tag can power up Spiritomb's respective STAB attacks further to whittle down a foe enough to be in range of a follow-up priority move.

**Mental Herb**: Spiritomb is vulnerable to disruption due to its low Speed. Therefore, it benefits from Mental Herb to guarantee that it can cripple a foe with its utility movepool.

**Sitrus Berry**: Sitrus Berry can be used to give Spiritomb more longevity than Leftovers's slow recovery, utilizing the extra health to deal more damage or cripple foes with status. This also works well with Curse, keeping it healthy over the course of a match.

**Custap Berry**: Spiritomb can use Custap Berry in conjunction with its low Speed to either use Destiny Bond and take down a problematic foe or use one last attack to set up a revenge kill next turn.

Tera
========
Spiritomb prefers to not be a Tera Captain, as its base typing is already valuable to fulfil its defensive role. If you choose to make it your secondary Tera Captain anyway, Tera Steel and Poison are good options to check a decent number of Fairy-types.

Draft Strategy
========
Spiritomb serves as a good option to fill in weaknesses and offer more utility to complete a draft. Its defensive capabilities are often overlooked, and it can be a good surprise to opponents that are not prepared to deal with it, but this should not be relied on, as it cannot wall Pokemon on its own. Some teammates that work with Spiritomb are:

**Entry Hazard Stackers**: Spiritomb fits best on hazard stacking teams, as its Ghost typing prevents opposing foes from using Rapid Spin. Pokemon such as Hisuian Samurott, Skarmory, and Glimmora are good options to consider.

**Poison-types**: Poison-types such as Galarian Slowking, Iron Moth, and Fezandipiti enjoy having Spiritomb as a partner as they can cover for its weakness to Fairy, keeping up momentum.

**Dark-type Checks**: Spiritomb greatly appreciates partners that can threaten Dark-types, as it fails to do so on its own. Pokemon such as Sneasler, Urshifu-R and Clefable work well in this way.

Checks and Counters
========
**Taunt and Encore**: Spiritomb is particularly vulnerable to Taunt and Encore, as its low Speed can be taken advantage of easily, disrupting its defensive capabilities.

**Fairy-types**: Spiritomb is vulnerable to Fairy-types that prey on its singular weakness, especially bulky ones that it struggles to break past through. Examples include Iron Valiant, Primarina, and Diancie.

**Dark-types**: Spiritomb's lack of coverage means that it fails to make any meaningful progress towards Dark-types. Pokemon such as Zarude, Roaring Moon, and Darkrai can easily break through it and use it as setup fodder, although they do have to be wary of Toxic and Will-O-Wisp.

**Residual Damage**: Without reliable recovery, Spiritomb is susceptible to Toxic and entry hazards, which wear it down easily and make it hard for it to fulfil its defensive role.

[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/addison0727.514695/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
Last edited:
qc 1/2
Add Remove Comments
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 3-4 points

**Overview**: Spiritomb is an okay budget Pokemon that has a valuable Dark/Ghost-typing. It has decent bulk in both of its defensive stats, allowing it to serve as a good check to specific foes. It also has a surprisingly deep utility movepool which it can use to support its teammates. Outside of its defensive capabilities, Spiritomb has setup moves that can allow it to act as a bulky sweeper in certain matchups. Unfortunately, Spiritomb's abysmal Speed and lack of reliable recovery outside of Pain Split and Rest means that it can be worn down quickly. Additionally, it lacks good coverage, therefore finding itself walled by Dark-types.

[strategy comments]
Common Roles
========
**Defensive Wall**: Spiritomb can act as a good defensive piece in a team, tailoring its EVs to check either side of the attacking spectrum more efficiently. With access to moves such as Trick, Toxic and Will-O-Wisp, Spiritomb can cripple foes for its teammates to take advantage of later during the course of a match. It also has the unique property of shutting down foes through Substitute, thanks to Infiltrator, further dissuading opposing setup opportunities.

**Bulky Sweeper**: With access to Calm Mind and Curse, Spiritomb can become frustratingly difficult to take down with enough boosts. This is difficult to pull off, however, due to its low speed and lack of reliable recovery. this just doesnt seem feasible with its speed and lack of recovery / coverage

Common Moves
========
**Primary STAB Moves**: Foul Play, Dark Pulse, Sucker Punch, Shadow Ball, Hex, Poltergeist, Shadow Sneak

**Setup Moves**: Calm Mind, Nasty Plot

**Utility Moves**: Will-O-Wisp, Trick, Taunt, Toxic, Destiny Bond, Pain Split, Hypnosis, niche, too unreliable Memento, Curse, move to niche, it doesnt like taking that much damage & most foes can deal a lot of damage to it before its used Rest, Sleep Talk

**Coverage**: Psychic, Psyshock, Burning Jealousy

Niche Moves
========
**Payback**: Given its low speed, Spiritomb can use Payback to deal more damage if needed

**Rock Tomb / Icy Wind**: Spiritomb can use Rock Tomb and Icy Wind as a form of speed control for either itself or its teammates to take advantage of during a match.

Add trick room - its slow and strong and slow enough to benefit from it

Common Items
========
**Leftovers**: Spiritomb’s go-to item. Leftovers gives it the passive recovery that is needed to stay healthy and fulfil its defensive role.

**Rocky Helmet**: Spiritomb can use Rocky Helmet on physically defensive sets to punish contact attackers and wear them down over the course of a match.

Add boots - its sometimes better than leftovers against hazard stackers and especially tspikes

Niche Items
========
**Choice Band/Specs**: Spiritomb can use either Choice Band or Specs primarily to ruin foes via Trick and neuter their capabilities. It also appreciates the extra damage to punch holes to opposing threats.

**Mental Herb**: Spiritomb is vulnerable to disruption due to its low speed. Therefore, it benefits from Mental Herb to guarantee crippling a foe with its utility movepool.

Add sitrus berry - good for turning 2hkos into 3hkos and works well with curse

Custap's probably worth a mention too for a fast attack, dbond, etc (could include endure too but spiritomb probably takes enough damage to get under 25% regardless, and endure makes it too obvious)


Tera
========
Spiritomb prefers not to be a Tera Captain, as its base Dark/Ghost-typing is already valuable to fulfil its defensive role. If you choose to make it your secondary Tera Captain anyway, Tera Steel and Poison are good options to turn its singular weakness to Fairy to a resistance, and check a decent number of Fairy-types and coverage options aimed at it.

Draft Strategy
========
Spiritomb serves as a good option to fill in weaknesses and offer more utility to complete a draft. Its defensive capabilities are often overlooked and it can be a good surprise to opponents that are not prepared to deal with it, but this should not be relied on, as it cannot wall Pokemon on its own. Some of the teammates that work with Spiritomb are:

**Entry Hazard Stackers**: Spiritomb fits best onto heavy entry hazard stacking teams, as its Ghost-typing prevents opposing foes from clearing their field using Rapid Spin. Pokemon such as Hisuian Samurott, Skarmory and Glimmora are good examples to consider.

**Poison-types**: Poison-types such as Galarian Slowking, Iron Moth and Fezandipti enjoy having Spiritomb as partners as they can cover for its weakness to Fairy, keeping up momentum.

**Dark-type Answers**: Spiritomb greatly appreciates partners that can threaten Dark-types, as it fails to do so on its own. Pokemon such as Sneasler, Urshifu-R and Volcarona are good examples to consider.

Checks and Counters
========
**Taunt and Encore**: Spiritomb is particularly vulnerable to Taunt and Encore, as its low Speed stat can be taken advantage of easily, disrupting its defensive capabilities.

**Fairy-types**: Spiritomb's is vulnerable to Fairy-types that prey on its singular weakness, especially bulky ones that it struggles to break past through. Examples include Clefable, Primarina and Diancie.

**Dark-types**: Spiritomb's lack of coverage means that it fails to make any meaningful progress towards Dark-types. Pokemon such as Zarude, Roaring Moon and Darkrai can easily break through Spiritomb, although they do have to be wary of Toxic and Will-O-Wisp.

Add chip damage - without reliable recovery it gets chipped down by hazards, status, etc

[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
qc 1/2
Add Remove Comments
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 3-4 points

**Overview**: Spiritomb is an okay budget Pokemon that has a valuable Dark/Ghost-typing. It has decent bulk in both of its defensive stats, allowing it to serve as a good check to specific foes. It also has a surprisingly deep utility movepool which it can use to support its teammates. Outside of its defensive capabilities, Spiritomb has setup moves that can allow it to act as a bulky sweeper in certain matchups. Unfortunately, Spiritomb's abysmal Speed and lack of reliable recovery outside of Pain Split and Rest means that it can be worn down quickly. Additionally, it lacks good coverage, therefore finding itself walled by Dark-types.

[strategy comments]
Common Roles
========
**Defensive Wall**: Spiritomb can act as a good defensive piece in a team, tailoring its EVs to check either side of the attacking spectrum more efficiently. With access to moves such as Trick, Toxic and Will-O-Wisp, Spiritomb can cripple foes for its teammates to take advantage of later during the course of a match. It also has the unique property of shutting down foes through Substitute, thanks to Infiltrator, further dissuading opposing setup opportunities.

**Bulky Sweeper**: With access to Calm Mind and Curse, Spiritomb can become frustratingly difficult to take down with enough boosts. This is difficult to pull off, however, due to its low speed and lack of reliable recovery. this just doesnt seem feasible with its speed and lack of recovery / coverage

Common Moves
========
**Primary STAB Moves**: Foul Play, Dark Pulse, Sucker Punch, Shadow Ball, Hex, Poltergeist, Shadow Sneak

**Setup Moves**: Calm Mind, Nasty Plot

**Utility Moves**: Will-O-Wisp, Trick, Taunt, Toxic, Destiny Bond, Pain Split, Hypnosis, niche, too unreliable Memento, Curse, move to niche, it doesnt like taking that much damage & most foes can deal a lot of damage to it before its used Rest, Sleep Talk

**Coverage**: Psychic, Psyshock, Burning Jealousy

Niche Moves
========
**Payback**: Given its low speed, Spiritomb can use Payback to deal more damage if needed

**Rock Tomb / Icy Wind**: Spiritomb can use Rock Tomb and Icy Wind as a form of speed control for either itself or its teammates to take advantage of during a match.

Add trick room - its slow and strong and slow enough to benefit from it

Common Items
========
**Leftovers**: Spiritomb’s go-to item. Leftovers gives it the passive recovery that is needed to stay healthy and fulfil its defensive role.

**Rocky Helmet**: Spiritomb can use Rocky Helmet on physically defensive sets to punish contact attackers and wear them down over the course of a match.

Add boots - its sometimes better than leftovers against hazard stackers and especially tspikes

Niche Items
========
**Choice Band/Specs**: Spiritomb can use either Choice Band or Specs primarily to ruin foes via Trick and neuter their capabilities. It also appreciates the extra damage to punch holes to opposing threats.

**Mental Herb**: Spiritomb is vulnerable to disruption due to its low speed. Therefore, it benefits from Mental Herb to guarantee crippling a foe with its utility movepool.

Add sitrus berry - good for turning 2hkos into 3hkos and works well with curse

Custap's probably worth a mention too for a fast attack, dbond, etc (could include endure too but spiritomb probably takes enough damage to get under 25% regardless, and endure makes it too obvious)


Tera
========
Spiritomb prefers not to be a Tera Captain, as its base Dark/Ghost-typing is already valuable to fulfil its defensive role. If you choose to make it your secondary Tera Captain anyway, Tera Steel and Poison are good options to turn its singular weakness to Fairy to a resistance, and check a decent number of Fairy-types and coverage options aimed at it.

Draft Strategy
========
Spiritomb serves as a good option to fill in weaknesses and offer more utility to complete a draft. Its defensive capabilities are often overlooked and it can be a good surprise to opponents that are not prepared to deal with it, but this should not be relied on, as it cannot wall Pokemon on its own. Some of the teammates that work with Spiritomb are:

**Entry Hazard Stackers**: Spiritomb fits best onto heavy entry hazard stacking teams, as its Ghost-typing prevents opposing foes from clearing their field using Rapid Spin. Pokemon such as Hisuian Samurott, Skarmory and Glimmora are good examples to consider.

**Poison-types**: Poison-types such as Galarian Slowking, Iron Moth and Fezandipti enjoy having Spiritomb as partners as they can cover for its weakness to Fairy, keeping up momentum.

**Dark-type Answers**: Spiritomb greatly appreciates partners that can threaten Dark-types, as it fails to do so on its own. Pokemon such as Sneasler, Urshifu-R and Volcarona are good examples to consider.

Checks and Counters
========
**Taunt and Encore**: Spiritomb is particularly vulnerable to Taunt and Encore, as its low Speed stat can be taken advantage of easily, disrupting its defensive capabilities.

**Fairy-types**: Spiritomb's is vulnerable to Fairy-types that prey on its singular weakness, especially bulky ones that it struggles to break past through. Examples include Clefable, Primarina and Diancie.

**Dark-types**: Spiritomb's lack of coverage means that it fails to make any meaningful progress towards Dark-types. Pokemon such as Zarude, Roaring Moon and Darkrai can easily break through Spiritomb, although they do have to be wary of Toxic and Will-O-Wisp.

Add chip damage - without reliable recovery it gets chipped down by hazards, status, etc

[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000

Implemented qc 1 ty. Ready for qc2
 
qc2
add remove comment

[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 3-4 points

**Overview**: Spiritomb is an okay budget Pokemon that possesses a valuable Dark/Ghost-typing. It has decent bulk in both of its defensive stats, allowing it to serve as a good check to specific foes. It also has a surprisingly deep utility movepool which it can use to support its teammates. Unfortunately, Spiritomb's abysmal Speed and lack of reliable recovery outside of Pain Split and Rest means that it can be worn down quickly. Additionally, it lacks good coverage, therefore finding itself walled by opposing Dark-types.

Maybe try to fit like 5 words in here just quickly mentioning its ghost-typing's value as a spin blocker.

[strategy comments]
Common Roles
========
**Defensive Wall**: Spiritomb can act as a good defensive piece in a team, tailoring its EVs to check either side of the attacking spectrum more efficiently. With access to moves such as Trick, Toxic and Will-O-Wisp, Spiritomb can cripple foes for its teammates to take advantage of later during the course of a match. It also has the unique property of shutting down foes through Substitute, thanks to Infiltrator, further dissuading opposing setup opportunities.

**Priority Attacker**: I honestly think spiritomb does have offensive utility and does appreciate having sucker/sneak into specific matchups (think against deo-s/latios/zoroark-h) - so this plus damage boosting items is useful.

Common Moves
========
**Primary STAB Moves**: Foul Play, Dark Pulse, Sucker Punch, Shadow Ball, Hex, Poltergeist, Shadow Sneak

**Setup Moves**: Calm Mind, Nasty Plot

**Utility Moves**: Will-O-Wisp, Trick, Taunt, Toxic, Destiny Bond, Pain Split, Memento, Rest, Sleep Talk

**Coverage**: Psychic, Psyshock, Burning Jealousy

Niche Moves
========
**Payback**: Given its low speed, Spiritomb can use Payback to deal more damage if needed.

**Rock Tomb / Icy Wind**: Spiritomb can use Rock Tomb and Icy Wind as a form of speed control for either itself or its teammates to take advantage of during a match.

**Trick Room**: Spiritomb's can use Trick Room to utilize its low speed to its advantage to punch holes onto the opposing team.

**Curse**: Spiritomb is bulky enough to utilize Curse to whittle down foes quicker than Toxic, in which its teammates can then finish the foe off more quickly.

Common Items
========
**Leftovers**: Spiritomb’s go-to item. Leftovers gives it the passive recovery that is needed to stay healthy and fulfil its defensive role.

**Rocky Helmet**: Spiritomb can use Rocky Helmet on physically defensive sets to punish contact attackers and wear them down over the course of a match.

**Heavy-Duty Boots**: Against hazard-stacking teams, Spiritomb can use Heavy-Duty Boots to allow itself to switch in and out more freely without fear of passive damage. ngl i think move to niche

Niche Items
========
**Choice Band/Specs**: Spiritomb can use either Choice Band or Specs primarily to ruin foes via Trick and neuter their capabilities. It also appreciates the extra damage to punch holes to opposing threats.

**STAB-Boosting Items**: Black Glasses and Spell Tag to Boost Poltergeist or Respective Priority attacks.

**Mental Herb**: Spiritomb is vulnerable to disruption due to its low speed. Therefore, it benefits from Mental Herb to guarantee crippling a foe with its utility movepool.

**Sitrus Berry**: Sitrus Berry can be used to give Spiritomb more longevity than Leftovers' slow recovery, utilising the extra health to deal more damage or cripple foes with status. This also works well with Curse, keeping it healthy over the course of a match.

**Custap Berry**: Spiritomb can use Custap Berry in conjunction with its low Speed to set up a Destiny Bond and take down a problematic foe, or one last attack to set up a revenge kill next turn.

Tera
========
Spiritomb prefers not to be a Tera Captain, as its base Dark/Ghost-typing is already valuable to fulfil its defensive role. If you choose to make it your secondary Tera Captain anyway, Tera Steel and Poison are good options to turn its singular weakness to Fairy to a resistance, and check a decent number of Fairy-types and coverage options aimed at it.

Draft Strategy
========
Spiritomb serves as a good option to fill in weaknesses and offer more utility to complete a draft. Its defensive capabilities are often overlooked and it can be a good surprise to opponents that are not prepared to deal with it, but this should not be relied on, as it cannot wall Pokemon on its own. Some of the teammates that work with Spiritomb are:

**Entry Hazard Stackers**: Spiritomb fits best onto heavy entry hazard stacking teams, as its Ghost-typing prevents opposing foes from clearing their field using Rapid Spin. Pokemon such as Hisuian Samurott, Skarmory and Glimmora are good examples to consider.

**Poison-types**: Poison-types such as Galarian Slowking, Iron Moth and Fezandipti enjoy having Spiritomb as partners as they can cover for its weakness to Fairy, keeping up momentum.

**Dark-type Answers**: Spiritomb greatly appreciates partners that can threaten Dark-types, as it fails to do so on its own. Pokemon such as Sneasler, Urshifu-R and (some fairy instead probs)Volcarona are good examples to consider.

Checks and Counters
========
**Taunt and Encore**: Spiritomb is particularly vulnerable to Taunt and Encore, as its low Speed stat can be taken advantage of easily, disrupting its defensive capabilities.

**Fairy-types**: Spiritomb's is vulnerable to Fairy-types that prey on its singular weakness, especially bulky ones that it struggles to break past through. Examples include Clefable, Primarina and Diancie.

**Dark-types**: Spiritomb's lack of coverage means that it fails to make any meaningful progress towards Dark-types. Pokemon such as Zarude, Roaring Moon and Darkrai can easily break through Spiritomb, although they do have to be wary of Toxic and Will-O-Wisp. would also just mention some darks (like zarude) can use spiritomb as setup fodder.

**Residue(residual) Damage**: Without reliable recovery, Spiritomb is susceptible to Toxic and hazard, getting worn down easily and making it hard to fulfil its defensive role.

[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
qc2
add remove comment

[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 3-4 points

**Overview**: Spiritomb is an okay budget Pokemon that possesses a valuable Dark/Ghost-typing. It has decent bulk in both of its defensive stats, allowing it to serve as a good check to specific foes. It also has a surprisingly deep utility movepool which it can use to support its teammates. Unfortunately, Spiritomb's abysmal Speed and lack of reliable recovery outside of Pain Split and Rest means that it can be worn down quickly. Additionally, it lacks good coverage, therefore finding itself walled by opposing Dark-types.

Maybe try to fit like 5 words in here just quickly mentioning its ghost-typing's value as a spin blocker.

[strategy comments]
Common Roles
========
**Defensive Wall**: Spiritomb can act as a good defensive piece in a team, tailoring its EVs to check either side of the attacking spectrum more efficiently. With access to moves such as Trick, Toxic and Will-O-Wisp, Spiritomb can cripple foes for its teammates to take advantage of later during the course of a match. It also has the unique property of shutting down foes through Substitute, thanks to Infiltrator, further dissuading opposing setup opportunities.

**Priority Attacker**: I honestly think spiritomb does have offensive utility and does appreciate having sucker/sneak into specific matchups (think against deo-s/latios/zoroark-h) - so this plus damage boosting items is useful.

Common Moves
========
**Primary STAB Moves**: Foul Play, Dark Pulse, Sucker Punch, Shadow Ball, Hex, Poltergeist, Shadow Sneak

**Setup Moves**: Calm Mind, Nasty Plot

**Utility Moves**: Will-O-Wisp, Trick, Taunt, Toxic, Destiny Bond, Pain Split, Memento, Rest, Sleep Talk

**Coverage**: Psychic, Psyshock, Burning Jealousy

Niche Moves
========
**Payback**: Given its low speed, Spiritomb can use Payback to deal more damage if needed.

**Rock Tomb / Icy Wind**: Spiritomb can use Rock Tomb and Icy Wind as a form of speed control for either itself or its teammates to take advantage of during a match.

**Trick Room**: Spiritomb's can use Trick Room to utilize its low speed to its advantage to punch holes onto the opposing team.

**Curse**: Spiritomb is bulky enough to utilize Curse to whittle down foes quicker than Toxic, in which its teammates can then finish the foe off more quickly.

Common Items
========
**Leftovers**: Spiritomb’s go-to item. Leftovers gives it the passive recovery that is needed to stay healthy and fulfil its defensive role.

**Rocky Helmet**: Spiritomb can use Rocky Helmet on physically defensive sets to punish contact attackers and wear them down over the course of a match.

**Heavy-Duty Boots**: Against hazard-stacking teams, Spiritomb can use Heavy-Duty Boots to allow itself to switch in and out more freely without fear of passive damage. ngl i think move to niche

Niche Items
========
**Choice Band/Specs**: Spiritomb can use either Choice Band or Specs primarily to ruin foes via Trick and neuter their capabilities. It also appreciates the extra damage to punch holes to opposing threats.

**STAB-Boosting Items**: Black Glasses and Spell Tag to Boost Poltergeist or Respective Priority attacks.

**Mental Herb**: Spiritomb is vulnerable to disruption due to its low speed. Therefore, it benefits from Mental Herb to guarantee crippling a foe with its utility movepool.

**Sitrus Berry**: Sitrus Berry can be used to give Spiritomb more longevity than Leftovers' slow recovery, utilising the extra health to deal more damage or cripple foes with status. This also works well with Curse, keeping it healthy over the course of a match.

**Custap Berry**: Spiritomb can use Custap Berry in conjunction with its low Speed to set up a Destiny Bond and take down a problematic foe, or one last attack to set up a revenge kill next turn.

Tera
========
Spiritomb prefers not to be a Tera Captain, as its base Dark/Ghost-typing is already valuable to fulfil its defensive role. If you choose to make it your secondary Tera Captain anyway, Tera Steel and Poison are good options to turn its singular weakness to Fairy to a resistance, and check a decent number of Fairy-types and coverage options aimed at it.

Draft Strategy
========
Spiritomb serves as a good option to fill in weaknesses and offer more utility to complete a draft. Its defensive capabilities are often overlooked and it can be a good surprise to opponents that are not prepared to deal with it, but this should not be relied on, as it cannot wall Pokemon on its own. Some of the teammates that work with Spiritomb are:

**Entry Hazard Stackers**: Spiritomb fits best onto heavy entry hazard stacking teams, as its Ghost-typing prevents opposing foes from clearing their field using Rapid Spin. Pokemon such as Hisuian Samurott, Skarmory and Glimmora are good examples to consider.

**Poison-types**: Poison-types such as Galarian Slowking, Iron Moth and Fezandipti enjoy having Spiritomb as partners as they can cover for its weakness to Fairy, keeping up momentum.

**Dark-type Answers**: Spiritomb greatly appreciates partners that can threaten Dark-types, as it fails to do so on its own. Pokemon such as Sneasler, Urshifu-R and (some fairy instead probs)Volcarona are good examples to consider.

Checks and Counters
========
**Taunt and Encore**: Spiritomb is particularly vulnerable to Taunt and Encore, as its low Speed stat can be taken advantage of easily, disrupting its defensive capabilities.

**Fairy-types**: Spiritomb's is vulnerable to Fairy-types that prey on its singular weakness, especially bulky ones that it struggles to break past through. Examples include Clefable, Primarina and Diancie.

**Dark-types**: Spiritomb's lack of coverage means that it fails to make any meaningful progress towards Dark-types. Pokemon such as Zarude, Roaring Moon and Darkrai can easily break through Spiritomb, although they do have to be wary of Toxic and Will-O-Wisp. would also just mention some darks (like zarude) can use spiritomb as setup fodder.

**Residue(residual) Damage**: Without reliable recovery, Spiritomb is susceptible to Toxic and hazard, getting worn down easily and making it hard to fulfil its defensive role.

[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000

implemented qc2, ty. ello GP Team
 
1/1 GP Team done
add remove comment
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 3-4 points

**Overview**: Spiritomb is an okay budget Pokemon that possesses a valuable Ghost / Dark/Ghost-typing typing, its ghost/dark not dark/ghost so reordered it which allows it to act as a spin blocker spinblocker. It has decent bulk in both of its defensive stats, allowing it to serve as a good check to specific foes. It also has a surprisingly deep utility movepool, (AC) which it can use to support its teammates. Unfortunately, Spiritomb's abysmal Speed and lack of reliable recovery outside of Pain Split and Rest means that it can be worn down quickly. Additionally, it lacks good coverage, therefore finding so it finds itself walled by opposing Dark-types.

[strategy comments]
Common Roles
========
**Defensive Wall**: Spiritomb can act as a good defensive piece in a team, tailoring its EVs to check be either side of the attacking spectrum more efficiently physically or specially defensive. With access to moves such as Trick, Toxic, (AC) and Will-O-Wisp, Spiritomb it can cripple foes for its teammates to take advantage of later during the course of a match. It also has the unique property of shutting down hitting foes through Substitute (RC) thanks to Infiltrator, further dissuading opposing setup opportunities.

**Revenge Killer**: With a damage-boosting item, Spiritomb can threaten specific weakened foes as well as ones that are weak to its strong priority attacks in Sucker Punch and Shadow Sneak. This situation may force the foe to switch out, potentially turning momentum into its favor with a well-timed attack with its STAB attacks instead (RP)

Common Moves
========
**Primary STAB Moves**: Foul Play, Dark Pulse, Sucker Punch, Shadow Ball, Hex, Poltergeist, Shadow Sneak

**Setup Moves**: Calm Mind, Nasty Plot

**Utility Moves**: Will-O-Wisp, Trick, Taunt, Toxic, Destiny Bond, Pain Split, Memento, Rest, Sleep Talk

**Coverage**: Psychic, Psyshock, Burning Jealousy

Niche Moves
========
**Payback**: Given its low Speed, Spiritomb can use Payback to deal more damage if needed.

**Rock Tomb / Icy Wind**: Spiritomb can use Rock Tomb and Icy Wind as a form of speed control for either itself or its teammates to take advantage of during a match.

**Trick Room**: Spiritomb's Spiritomb can use Trick Room to utilize its low Speed to its advantage to punch holes onto in the opposing team.

**Curse**: Spiritomb is bulky enough to utilize Curse to whittle down foes quicker than Toxic, in which allowing its teammates can to then finish the foe them off more quickly.

Common Items
========
**Leftovers**: Spiritomb’s go-to item (RP) Leftovers gives it Spiritomb the passive recovery that is needed for it to stay healthy and fulfil its defensive role.

**Rocky Helmet**: Spiritomb can use Rocky Helmet on physically defensive sets to punish contact attackers and wear them down over the course of a match.

Niche Items
========
**Heavy-Duty Boots**: Against entry hazard-stacking teams, Spiritomb can use Heavy-Duty Boots to allow itself to switch in and out more freely without fear of passive damage.

**Choice Band / Specs**: Spiritomb can use either Choice Band or Choice Specs primarily to ruin foes via Trick and neuter their capabilities. It also appreciates the extra damage to punch holes to through opposing threats.

**Damage-boosting Items**: Black Glasses or and Spell Tag can power up Spiritomb's respective STAB attacks further to whittle down a foe enough to be in range of a follow-up priority move.

**Mental Herb**: Spiritomb is vulnerable to disruption due to its low Speed. Therefore, it benefits from Mental Herb to guarantee crippling that it can cripple a foe with its utility movepool.

**Sitrus Berry**: Sitrus Berry can be used to give Spiritomb more longevity than Leftovers' Leftovers's slow recovery, utilising utilizing the extra health to deal more damage or cripple foes with status. This also works well with Curse, keeping it healthy over the course of a match.

**Custap Berry**: Spiritomb can use Custap Berry in conjunction with its low Speed to set up a either use Destiny Bond and take down a problematic foe (RC) or use one last attack to set up a revenge kill next turn.

Tera
========
Spiritomb prefers to not to be a Tera Captain, as its base Dark/Ghost-typing typing is already valuable to fulfil its defensive role. If you choose to make it your secondary Tera Captain anyway, Tera Steel and Poison are good options to turn its singular weakness to Fairy to a resistance, and check a decent number of Fairy-types and coverage options aimed at it.

Draft Strategy
========
Spiritomb serves as a good option to fill in weaknesses and offer more utility to complete a draft. Its defensive capabilities are often overlooked, (AC) and it can be a good surprise to opponents that are not prepared to deal with it, but this should not be relied on, as it cannot wall Pokemon on its own. Some of the teammates that work with Spiritomb are:

**Entry Hazard Stackers**: Spiritomb fits best onto heavy entry on hazard stacking teams, as its Ghost-typing Ghost typing prevents opposing foes from clearing their field using Rapid Spin. Pokemon such as Hisuian Samurott, Skarmory, (AC) and Glimmora are good examples options to consider.

**Poison-types**: Poison-types such as Galarian Slowking, Iron Moth, (AC) and Fezandipti Fezandipiti enjoy having Spiritomb as partners a partner, (AC) as they can cover for its weakness to Fairy, keeping up momentum.

**Dark-type Answers Checks**: Spiritomb greatly appreciates partners that can threaten Dark-types, as it fails to do so on its own. Pokemon such as Sneasler, Urshifu-R and Clefable are good examples to consider work well in this way.

Checks and Counters
========
**Taunt and Encore**: Spiritomb is particularly vulnerable to Taunt and Encore, as its low Speed stat can be taken advantage of easily, disrupting its defensive capabilities.

**Fairy-types**: Spiritomb's Spiritomb is vulnerable to Fairy-types that prey on its singular weakness, especially bulky ones that it struggles to break past through. Examples include Iron Valiant, Primarina, (AC) and Diancie.

**Dark-types**: Spiritomb's lack of coverage means that it fails to make any meaningful progress towards Dark-types. Pokemon such as Zarude, Roaring Moon, (AC) and Darkrai can easily break through Spiritomb. The aforementioned foes can also it and use Spiritomb it as setup fodder, although they do have to be wary of Toxic and Will-O-Wisp.

**Residual Damage**: Without reliable recovery, Spiritomb is susceptible to Toxic and entry hazards, getting worn which wear it down easily and making make it hard for it to fulfil its defensive role.

[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/techno.527276/
https://www.smogon.com/forums/members/addison0727.514695/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
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