With the buff of Knock off, ghosts are slightly less common in gen 6. However many are still useful and can wreck havoc across UU. Some are powerful sweepers, some become incredible tanks and stalls making use of their type signature move Will-o-Wisp, some may even require a sacrifice to fully banish. While some are less viable than last gen, they are not something to be ignored.
Chandelure- The Soul Furnace
60/55/90/145/90/80
@ Choice Scarf/Leftovers
Ability: Flash Fire/Infiltrator(Shadow Tag?)
EVs: 252 SAtk / 252 Spd / 4 HP
Modest/Timid Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick/Substitute
Chandelure burns enemy life force in mass making it an effective special attacker with an attack of base 145. While it's a little slow, this is easily fixed with a scarf. It also makes a good fire pivot or can trick it's scarf onto someone who relies on support moves. Substitute+Leftovers can also improve it's survivability giving it a second layer to break through while it fires back.
Golurk- The Iron Fist
89/124/80/55/80/55
@-Leftovers/Choice Band
Ability: Iron Fist/No Guard
EVs: 252 HP / 252 Atk / 4 Def
Adamant/Impish Nature
- Stealth Rock/Dynamic Punch
- Ice Punch
- Earthquake
- Shadow Punch/Drain Punch
Golurk makes a great pivot. He has immunity from electric, fighting, normal and a x0.25 resistance to the growing poison attacks. The weaknesses he does have can be used to bait triggers for water and dark abilities like Justified and Storm Drain. While his defenses are a bit average, his attack is through the roof, has a well stocked move pool with elemental punches, fighting attacks, a few ghost, earthquake and can be extended with Iron Fist. He also has accesses to the earth shattering No Guard + Dynamic Punch.
Dusclops- The Eviolite Eye
40/70/130*/60/130*/25
@ Eviolite
Ability: Pressure
EVs: 4 Atk / 252 Def / 252 SpD
Bold Nature
- Painsplit
- Shadow Sneak/Night Shade/Seismic Toss
- Will o Wisp/Toxic
- Substitute/Curse
With such low HP and already high defense, made even larger with eviolite. Dusclops can be difficult to break through and the longer you take the less chance you have as his Pressure causes all PP do drop faster. With very low health, Painsplit will take more health from enemies and give most of it to Dusclops. Curse adds another status and can cause problems for pokemon who want to set up stats for themselves and completely destroys Baton chains. While he has become less viable with Knock off becoming popular, he can still be a dangerous stall.
Gourgeist- The Two Size Terror
Super=85/100/122/58/75/54
Small=55/85/122/58/75/99
@-Leftovers
Ability: Frisk/Insomnia
EVs: 252 HP / 4 Atk / 252 Def (Small 252 HP / 72 Def / 184 Spe, Jolly)
Impish Nature
- Will o Wisp
- Leech Seed
- Protect/Painsplit
- Shadow Sneak/Seed Bomb/Substitute
You'll either want to go full bulk or full speed with the couple of sizes Gourgeist comes in. The small size can out speed many threats and get a burn on them before taking a hit while the larger size has more HP to tank as Leech Seed and Painsplit keep their health up.
Trevenant- The Angry Orchard
85/110/76/65/82/56
@Sitrus Berry/Leftovers/Lum Berry
Ability: Harvest/Natural Cure
EVs: 252 HP / 4 Atk / 180 Def
Lax Nature
- Horn Leech/Wood Hammer
- Will o Wisp/Curse/Protect
- Earthquake/Rock Slide/Substitute
- Leech Seed/Rest
If you do not have an easy way to kill this tree, you will be playing all day. Harvest is a very cheap ability based on a 50:50 RNG whether Trevenant grows his berry back. If he's holding a Sitrus Berry and is below 50% hp, he will likely get it back, if he doesn't he can use protect to get a reroll. Leech seed makes things even more complicated as he saps health from the enemy adding it to his. People have found more ways to exploit this ability such as stat boosting berries and ChestoResto sets. However his second ability gives another option of leaving to be cured of his status.
Banette- The Cursed Doll's Vengence
Base=64/115/65/83/63/65
Mega=64/165/75/93/83/75
@Banettite
Ability: Frisk (Prankster)
EVs: 252 HP / 40 Def / 216 SpD
Careful Nature
- Destiny Bond
- Taunt
- Knock off/Shadow claw/Sucker Punch
- Will o Wisp
With the dreaded Prankster + Destiny Bond, Banette will take patience and planning to take down. If you even try to build stats it will taunt you into only making offensive moves, if it has Sucker Punch it will always get the first hit. Will o Wisp disables any physical attackers available and adds a time limit to your life. The only sure way to kill it is get around it's taunt and kill it through status or weather or sacrifice someone to deal the killing blow.
Shedinja- The Immortal
1/90/X/30/X/40
@-Focus sash
Ability: Wonder Guard
Evs: 252 Atk / 252 Spe
- Sword Dance/Will o wisp
- Protect
- Baton Pass
- Sucker Punch/Shadow Sneak/X-Scizzor/Shadow Claw
With the biggest balance to the best ability in the game, Shedinja is dead on delivery with 1 HP. He can not be killed through normal attacks, for how can you kill that which has no life. The only way to banish this pivot is to set up spike/rocks, status it with poison/burns, catch it in weather, or hit it with a super effective fire, flying, dark, ghost or rock attack. Protect can help it scout threats but it's only use is baton pass teams where it can get speed boost support from it's cousin Ninjask and provide Sword Dances. It takes skill to take advantage of his ability but falls apart at the slightest mistake.
Froslass- The Blizzard's Kiss
70/80/70/80/70/110
@-Focus sash
Ability: Cursed Body
Evs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Taunt
- Destiny Bond
- Shadow Ball/Ice Beam
Based on the Japanese Yukionna, Froslass's roll is to kill enemies slowly as they try to escape the snow storm even after her own death. Her speed and Taunt to stop the enemy from using support moves helps her get spikes up before she dies. Similar to Banette, destiny bond needs to be handled carefully or you will lose your lead and no one gets spikes.
Jellicent- The Jellyfish Monarch
100/60/70/85/105/60
@-Leftovers
Ability:Cursed Body/Water Absorb
Evs: 252 HP / 36 Def / 220 SpD
Calm Nature
- Scald
- Recover
- Toxic/Will o wisp
- Shadow Ball/Ice Beam
Jellicent is tough to break down and out stall, it has two attacks to cause burns, can toxic tanks and has recover. With these attacks and great special defense, Jellicent will force any physical attackers away, toxic the special sweepers and pivot water attacks for bonus regeneration. However it is vulnerable to choice tricks, toxic and can be threatened by taunt.
Mismagius- The Black Magus
60/60/60/105/105/105
@-Leftovers
Ability: Levitate
Evs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Nasty Plot/Calm Mind
- Dazzling Gleam/Will o Wisp
- Shadow Ball
With solid special stats and speed, the only thing left for Mismagius to do is increase those stats further and Shadow Ball the competition. She already out speeds base 100, if she's allowed to boost her special stats high enough and get behind a substitute nothing can stop her.
Doublade- The Steel Twins
59/110/150*/45/49*/35
@Eviolite
Ability: Anything Else
Evs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Sword Dance
- Shadow Sneak
- Iron Head/Gyro Ball
- Shadow Claw/Sacred Sword
Like Dusclops, Doublade has incredible defense and isn't fully evolved making eviolite an amazing item on them. The steel typing add a lot of defense and offensive power to the new fairy type but unfortunately was just recently nerfed to allow dark and ghost attacks through. Doublade is best against physical attackers that have to go through it's hard shell, once given time to spare, it can gain a sword dance and shadow sneak for priority. Gyro ball is also helpful taking advantage of it's nonexistant speed however Iron Head works well too. Doublade thrives in trick rooms where it can attack first without fear of not having the recovery it needs.
Sableye- The Gem Hoarder
50/75/75/65/65/50
@-Leftovers
Ability: Prankster
Evs: 252 HP / 120 Def / 136 SpD
Calm Nature
- Recovery
- Will o Wisp
- Taunt
- Foul Play/Night Shade
Behold, the most annoying yet legit thing in the world. Before fairys were added, Sableye had no weakness and could easily recover it's health before the enemy could even attack. And that's not even the worst point, it gets priority burns. Be ready to throw out a fire type or something that can't be burned and preferably isn't physical based or not weak to dark attacks. And until swagplay gets banned, expect to ragequit a few times because of pure luck.
Spiritomb- 108 Evil Spirits
50/92/108/92/108/35
@-Leftovers
Ability: Pressure
Evs: 252 HP / 4 Def / 252 SpD
Careful/Calm Nature
- Rest/Painsplit
- Will o Wisp
- Sleep Talk/Taunt/Sucker Punch
- Foul Play
Speaking of no weakness, Spiritomb has the same typing as Sableye but has much more defense and attack. While he lacks the speed of prankster, pressure adds more stall power. Again will o wisp cripples any physical attackers and foul play can help attack physical attackers who stay in. Spiritomb also has a rest + sleep talk combo to get all his health back and keep fighting, however this strategy is purely luck based and can be unpredictable.
Cofagrigus- The Mummies Curse
58/50/145/95/105/30
@-Leftovers
Ability: Mummy
Evs: 252 HP / 4 Def / 252 SpD
Quiet Nature
- Shadow ball/Hex
- Will o Wisp/Hidden Power Fighting/Toxic Spikes
- Nasty Plot/Calm Mind
- Trick Room/Painsplit
With a hardened case and will o wisp, Cofagrigus is secure on the physical side. However with calm mind it's the special side that's of most concern. Cofagrigus can also consider Hex if he's confident in burning everything infront of him. The last nail is the trick room which turns his immobile coffin into a benifit. With impossible defense, burns, rising special stats and a built in trick room, Cofagrigus's afterlife is about to be a lot less lonely.
Drifblim- Overblown Balloon
http://www.smogon.com/forums/threads/drifblim-unburden-strategy.3503674/#post-5361083
Not that good so I wasn't going to bring it up but this thread has a few viable strategies exploiting it's unburden and baton pass strategies.
Chandelure- The Soul Furnace

60/55/90/145/90/80
@ Choice Scarf/Leftovers
Ability: Flash Fire/Infiltrator
EVs: 252 SAtk / 252 Spd / 4 HP
Modest/Timid Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick/Substitute
Chandelure burns enemy life force in mass making it an effective special attacker with an attack of base 145. While it's a little slow, this is easily fixed with a scarf. It also makes a good fire pivot or can trick it's scarf onto someone who relies on support moves. Substitute+Leftovers can also improve it's survivability giving it a second layer to break through while it fires back.
Golurk- The Iron Fist

89/124/80/55/80/55
@-Leftovers/Choice Band
Ability: Iron Fist/No Guard
EVs: 252 HP / 252 Atk / 4 Def
Adamant/Impish Nature
- Stealth Rock/Dynamic Punch
- Ice Punch
- Earthquake
- Shadow Punch/Drain Punch
Golurk makes a great pivot. He has immunity from electric, fighting, normal and a x0.25 resistance to the growing poison attacks. The weaknesses he does have can be used to bait triggers for water and dark abilities like Justified and Storm Drain. While his defenses are a bit average, his attack is through the roof, has a well stocked move pool with elemental punches, fighting attacks, a few ghost, earthquake and can be extended with Iron Fist. He also has accesses to the earth shattering No Guard + Dynamic Punch.
Dusclops- The Eviolite Eye

40/70/130*/60/130*/25
@ Eviolite
Ability: Pressure
EVs: 4 Atk / 252 Def / 252 SpD
Bold Nature
- Painsplit
- Shadow Sneak/Night Shade/Seismic Toss
- Will o Wisp/Toxic
- Substitute/Curse
With such low HP and already high defense, made even larger with eviolite. Dusclops can be difficult to break through and the longer you take the less chance you have as his Pressure causes all PP do drop faster. With very low health, Painsplit will take more health from enemies and give most of it to Dusclops. Curse adds another status and can cause problems for pokemon who want to set up stats for themselves and completely destroys Baton chains. While he has become less viable with Knock off becoming popular, he can still be a dangerous stall.
Gourgeist- The Two Size Terror


Super=85/100/122/58/75/54
Small=55/85/122/58/75/99
@-Leftovers
Ability: Frisk/Insomnia
EVs: 252 HP / 4 Atk / 252 Def (Small 252 HP / 72 Def / 184 Spe, Jolly)
Impish Nature
- Will o Wisp
- Leech Seed
- Protect/Painsplit
- Shadow Sneak/Seed Bomb/Substitute
You'll either want to go full bulk or full speed with the couple of sizes Gourgeist comes in. The small size can out speed many threats and get a burn on them before taking a hit while the larger size has more HP to tank as Leech Seed and Painsplit keep their health up.
Trevenant- The Angry Orchard

85/110/76/65/82/56
@Sitrus Berry/Leftovers/Lum Berry
Ability: Harvest/Natural Cure
EVs: 252 HP / 4 Atk / 180 Def
Lax Nature
- Horn Leech/Wood Hammer
- Will o Wisp/Curse/Protect
- Earthquake/Rock Slide/Substitute
- Leech Seed/Rest
If you do not have an easy way to kill this tree, you will be playing all day. Harvest is a very cheap ability based on a 50:50 RNG whether Trevenant grows his berry back. If he's holding a Sitrus Berry and is below 50% hp, he will likely get it back, if he doesn't he can use protect to get a reroll. Leech seed makes things even more complicated as he saps health from the enemy adding it to his. People have found more ways to exploit this ability such as stat boosting berries and ChestoResto sets. However his second ability gives another option of leaving to be cured of his status.
Banette- The Cursed Doll's Vengence

Base=64/115/65/83/63/65
Mega=64/165/75/93/83/75
@Banettite
Ability: Frisk (Prankster)
EVs: 252 HP / 40 Def / 216 SpD
Careful Nature
- Destiny Bond
- Taunt
- Knock off/Shadow claw/Sucker Punch
- Will o Wisp
With the dreaded Prankster + Destiny Bond, Banette will take patience and planning to take down. If you even try to build stats it will taunt you into only making offensive moves, if it has Sucker Punch it will always get the first hit. Will o Wisp disables any physical attackers available and adds a time limit to your life. The only sure way to kill it is get around it's taunt and kill it through status or weather or sacrifice someone to deal the killing blow.
Shedinja- The Immortal

1/90/X/30/X/40
@-Focus sash
Ability: Wonder Guard
Evs: 252 Atk / 252 Spe
- Sword Dance/Will o wisp
- Protect
- Baton Pass
- Sucker Punch/Shadow Sneak/X-Scizzor/Shadow Claw
With the biggest balance to the best ability in the game, Shedinja is dead on delivery with 1 HP. He can not be killed through normal attacks, for how can you kill that which has no life. The only way to banish this pivot is to set up spike/rocks, status it with poison/burns, catch it in weather, or hit it with a super effective fire, flying, dark, ghost or rock attack. Protect can help it scout threats but it's only use is baton pass teams where it can get speed boost support from it's cousin Ninjask and provide Sword Dances. It takes skill to take advantage of his ability but falls apart at the slightest mistake.
Froslass- The Blizzard's Kiss

70/80/70/80/70/110
@-Focus sash
Ability: Cursed Body
Evs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Taunt
- Destiny Bond
- Shadow Ball/Ice Beam
Based on the Japanese Yukionna, Froslass's roll is to kill enemies slowly as they try to escape the snow storm even after her own death. Her speed and Taunt to stop the enemy from using support moves helps her get spikes up before she dies. Similar to Banette, destiny bond needs to be handled carefully or you will lose your lead and no one gets spikes.
Jellicent- The Jellyfish Monarch


100/60/70/85/105/60
@-Leftovers
Ability:
Evs: 252 HP / 36 Def / 220 SpD
Calm Nature
- Scald
- Recover
- Toxic/Will o wisp
- Shadow Ball/Ice Beam
Jellicent is tough to break down and out stall, it has two attacks to cause burns, can toxic tanks and has recover. With these attacks and great special defense, Jellicent will force any physical attackers away, toxic the special sweepers and pivot water attacks for bonus regeneration. However it is vulnerable to choice tricks, toxic and can be threatened by taunt.
Mismagius- The Black Magus

60/60/60/105/105/105
@-Leftovers
Ability: Levitate
Evs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Nasty Plot/Calm Mind
- Dazzling Gleam/Will o Wisp
- Shadow Ball
With solid special stats and speed, the only thing left for Mismagius to do is increase those stats further and Shadow Ball the competition. She already out speeds base 100, if she's allowed to boost her special stats high enough and get behind a substitute nothing can stop her.
Doublade- The Steel Twins

59/110/150*/45/49*/35
@Eviolite
Ability: Anything Else
Evs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Sword Dance
- Shadow Sneak
- Iron Head/Gyro Ball
- Shadow Claw/Sacred Sword
Like Dusclops, Doublade has incredible defense and isn't fully evolved making eviolite an amazing item on them. The steel typing add a lot of defense and offensive power to the new fairy type but unfortunately was just recently nerfed to allow dark and ghost attacks through. Doublade is best against physical attackers that have to go through it's hard shell, once given time to spare, it can gain a sword dance and shadow sneak for priority. Gyro ball is also helpful taking advantage of it's nonexistant speed however Iron Head works well too. Doublade thrives in trick rooms where it can attack first without fear of not having the recovery it needs.
Sableye- The Gem Hoarder

50/75/75/65/65/50
@-Leftovers
Ability: Prankster
Evs: 252 HP / 120 Def / 136 SpD
Calm Nature
- Recovery
- Will o Wisp
- Taunt
- Foul Play/Night Shade
Behold, the most annoying yet legit thing in the world. Before fairys were added, Sableye had no weakness and could easily recover it's health before the enemy could even attack. And that's not even the worst point, it gets priority burns. Be ready to throw out a fire type or something that can't be burned and preferably isn't physical based or not weak to dark attacks. And until swagplay gets banned, expect to ragequit a few times because of pure luck.
Spiritomb- 108 Evil Spirits

50/92/108/92/108/35
@-Leftovers
Ability: Pressure
Evs: 252 HP / 4 Def / 252 SpD
Careful/Calm Nature
- Rest/Painsplit
- Will o Wisp
- Sleep Talk/Taunt/Sucker Punch
- Foul Play
Speaking of no weakness, Spiritomb has the same typing as Sableye but has much more defense and attack. While he lacks the speed of prankster, pressure adds more stall power. Again will o wisp cripples any physical attackers and foul play can help attack physical attackers who stay in. Spiritomb also has a rest + sleep talk combo to get all his health back and keep fighting, however this strategy is purely luck based and can be unpredictable.
Cofagrigus- The Mummies Curse

58/50/145/95/105/30
@-Leftovers
Ability: Mummy
Evs: 252 HP / 4 Def / 252 SpD
Quiet Nature
- Shadow ball/Hex
- Will o Wisp/Hidden Power Fighting/Toxic Spikes
- Nasty Plot/Calm Mind
- Trick Room/Painsplit
With a hardened case and will o wisp, Cofagrigus is secure on the physical side. However with calm mind it's the special side that's of most concern. Cofagrigus can also consider Hex if he's confident in burning everything infront of him. The last nail is the trick room which turns his immobile coffin into a benifit. With impossible defense, burns, rising special stats and a built in trick room, Cofagrigus's afterlife is about to be a lot less lonely.
Drifblim- Overblown Balloon

http://www.smogon.com/forums/threads/drifblim-unburden-strategy.3503674/#post-5361083
Not that good so I wasn't going to bring it up but this thread has a few viable strategies exploiting it's unburden and baton pass strategies.
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