phantom
Banned deucer.
[SET]
name: Defensive
move 1: Will-O-Wisp
move 2: Foul Play
move 3: Rest / Pain Split
move 4: Sleep Talk / Sucker Punch / Taunt
item: Leftovers
ability: Pressure
nature: Careful / Calm
evs: 252 HP / 4 Def / 252 SpD
[SET COMMENTS]
<p>Spiritomb's auspicious Ghost / Dark typing makes it the only Ghost-type in RU not weak to Dark-type attacks, or any other attacking type for that matter. This excellent typing means that Spiritomb is the only spinblocker that is not afraid of Pursuit users. Not only that, but it makes an excellent counter to a plethora of Psychic-types such as Uxie and Mesprit. Spiritomb's grand Special Defense coupled with its RestTalk shenanigans also makes it the best counter available to the premier defensive Rapid Spin user, Cryogonal. For these reasons, this Spiritomb is a staple on many balanced and stall orientated teams.</p>
<p>The first move, Will-O-Wisp, significantly diminishes the attacking power of most physical sweepers; this in turn helps patch up Spiritomb's Defense. Will-O-Wisp is also useful for chipping away at special attackers such as Magneton. Foul Play is another way Spiritomb can take on physical attackers, as it can use their power against them and make them hesitant when using physical boosting moves such as Swords Dance. Foul Play's utility is so great that it gives Spiritomb the capability to OHKO Entei after Stealth Rock damage. Rest works well in conjunction with Sleep Talk. RestTalk Spiritomb has many advantages: it always prevents Cryogonal from spinning away entry hazards, defeats many weak walls such as Amoonguss, is an excellent status absorber, and exploits its stalling capabilities via Pressure. Pain Split is a slightly less reliable form of recovery, but it can actually turn Spiritomb's low HP stat into an advantage by recovering more health from the likes of Alomomola. The use of Pain Split provides another distinctive advantage by freeing up an additional moveslot. In that moveslot, Sucker Punch can be used to pick out weakened offensive threats such as Archeops, or Taunt can provide a way to make slower walls helpless.</p>
[ADDITIONAL COMMENTS]
<p>A Calm nature is best used when Spiritomb is not utilizing Sucker Punch, as it reduces the damage taken from Foul Play. If Sucker Punch is used, then a Careful nature is best. In light of other options, Protect works in the final slot by allowing Spiritomb to accumulate Leftovers recovery, stall for burn damage, and ease up prediction when dealing with the likes of Escavalier. While Spiritomb's specially defensive spread allows it to counter Cryogonal and other special attackers, a physically defensive spread with an Impish nature is just as successful in other ways. The physically defensive spread gives Spiritomb a chance to beat Kabutops and makes it a great counter to Normal- and Fighting-types such as Tauros and Gallade; the latter in particular is very threatening for slower teams. When this physically defensive spread is combined with Spiritomb's ability to spread burns, very few physical attacker have the ability to break through it. For example, Choice Band Aggron and Escavalier can usually defeat Spiritomb, but when it uses this physically defensive spread and burns the two threats on the switch, at best, they can only achieve a 3HKO.</p>
<p>Spiritomb pairs well with Pokemon that can deal with Fire-types because most Fire-types could care less about anything Spiritomb can do, as they easily power through it with their high-powered STABs. Qwilfish is one of the best at dealing with these threats and it aids Spiritomb in many ways; not only does Qwilfish deal with the likes of Durant, Emboar, and Entei, but it can also set up Spikes, which helps Spiritomb wear down the opposing team faster. Spiritomb's spinblocking ability can help keep those Spikes on the field, and it can also check Electric- and Psychic-types that trouble Qwilfish. Poliwrath can check the same threats as Qwilfish and can also phaze with Circle Throw; this trait compliments Spiritomb's ability to keep entry hazards from being blown away well. Roselia, Lanturn, and Clefable all make fine defensive partners for their ability to rid Spiritomb of status afflictions. Roselia can set up Toxic Spikes and put a threatening Pokemon to sleep, Lanturn is another bulky Water-type that can take on pesky Fire-types, and Clefable can provide Stealth Rock and Wish support. Ferroseed also works well with Spiritomb as it can provide entry hazard support and counter Kabutops fairly well. Physically defensive Spiritomb, Alomomola, and Steelix make an excellent core, as the three can check almost all physical attackers in RU. Steelix benefits the core by providing entry hazard support in Stealth Rock and phazing utility in Roar, Spiritomb keeps Stealth Rock from being spun away and checks Fighting-types, and Alomomola beats physical Fire-types and passes Wishes to the other two.</p>
<p>Seeing as how this Spiritomb can fit on balanced teams, offensive partners can also be just as helpful. Medicham and any other Fighting-type destroys annoying Steel-types such as Aggron and Steelix, and Spiritomb can return the favor and beat the Psychic- and Ghost-types that Medicham hates. Magneton can also deal with Steel-types such as Escavalier by trapping and then demolishing them with Hidden Power Fire. Finally, because Spiritomb lures in Choice-locked Fire-types, Water-types such as Omastar and Kabutops are useful to take advantage of that by setting up a Shell Smash or Swords Dance, respectively.</p>
name: Defensive
move 1: Will-O-Wisp
move 2: Foul Play
move 3: Rest / Pain Split
move 4: Sleep Talk / Sucker Punch / Taunt
item: Leftovers
ability: Pressure
nature: Careful / Calm
evs: 252 HP / 4 Def / 252 SpD
[SET COMMENTS]
<p>Spiritomb's auspicious Ghost / Dark typing makes it the only Ghost-type in RU not weak to Dark-type attacks, or any other attacking type for that matter. This excellent typing means that Spiritomb is the only spinblocker that is not afraid of Pursuit users. Not only that, but it makes an excellent counter to a plethora of Psychic-types such as Uxie and Mesprit. Spiritomb's grand Special Defense coupled with its RestTalk shenanigans also makes it the best counter available to the premier defensive Rapid Spin user, Cryogonal. For these reasons, this Spiritomb is a staple on many balanced and stall orientated teams.</p>
<p>The first move, Will-O-Wisp, significantly diminishes the attacking power of most physical sweepers; this in turn helps patch up Spiritomb's Defense. Will-O-Wisp is also useful for chipping away at special attackers such as Magneton. Foul Play is another way Spiritomb can take on physical attackers, as it can use their power against them and make them hesitant when using physical boosting moves such as Swords Dance. Foul Play's utility is so great that it gives Spiritomb the capability to OHKO Entei after Stealth Rock damage. Rest works well in conjunction with Sleep Talk. RestTalk Spiritomb has many advantages: it always prevents Cryogonal from spinning away entry hazards, defeats many weak walls such as Amoonguss, is an excellent status absorber, and exploits its stalling capabilities via Pressure. Pain Split is a slightly less reliable form of recovery, but it can actually turn Spiritomb's low HP stat into an advantage by recovering more health from the likes of Alomomola. The use of Pain Split provides another distinctive advantage by freeing up an additional moveslot. In that moveslot, Sucker Punch can be used to pick out weakened offensive threats such as Archeops, or Taunt can provide a way to make slower walls helpless.</p>
[ADDITIONAL COMMENTS]
<p>A Calm nature is best used when Spiritomb is not utilizing Sucker Punch, as it reduces the damage taken from Foul Play. If Sucker Punch is used, then a Careful nature is best. In light of other options, Protect works in the final slot by allowing Spiritomb to accumulate Leftovers recovery, stall for burn damage, and ease up prediction when dealing with the likes of Escavalier. While Spiritomb's specially defensive spread allows it to counter Cryogonal and other special attackers, a physically defensive spread with an Impish nature is just as successful in other ways. The physically defensive spread gives Spiritomb a chance to beat Kabutops and makes it a great counter to Normal- and Fighting-types such as Tauros and Gallade; the latter in particular is very threatening for slower teams. When this physically defensive spread is combined with Spiritomb's ability to spread burns, very few physical attacker have the ability to break through it. For example, Choice Band Aggron and Escavalier can usually defeat Spiritomb, but when it uses this physically defensive spread and burns the two threats on the switch, at best, they can only achieve a 3HKO.</p>
<p>Spiritomb pairs well with Pokemon that can deal with Fire-types because most Fire-types could care less about anything Spiritomb can do, as they easily power through it with their high-powered STABs. Qwilfish is one of the best at dealing with these threats and it aids Spiritomb in many ways; not only does Qwilfish deal with the likes of Durant, Emboar, and Entei, but it can also set up Spikes, which helps Spiritomb wear down the opposing team faster. Spiritomb's spinblocking ability can help keep those Spikes on the field, and it can also check Electric- and Psychic-types that trouble Qwilfish. Poliwrath can check the same threats as Qwilfish and can also phaze with Circle Throw; this trait compliments Spiritomb's ability to keep entry hazards from being blown away well. Roselia, Lanturn, and Clefable all make fine defensive partners for their ability to rid Spiritomb of status afflictions. Roselia can set up Toxic Spikes and put a threatening Pokemon to sleep, Lanturn is another bulky Water-type that can take on pesky Fire-types, and Clefable can provide Stealth Rock and Wish support. Ferroseed also works well with Spiritomb as it can provide entry hazard support and counter Kabutops fairly well. Physically defensive Spiritomb, Alomomola, and Steelix make an excellent core, as the three can check almost all physical attackers in RU. Steelix benefits the core by providing entry hazard support in Stealth Rock and phazing utility in Roar, Spiritomb keeps Stealth Rock from being spun away and checks Fighting-types, and Alomomola beats physical Fire-types and passes Wishes to the other two.</p>
<p>Seeing as how this Spiritomb can fit on balanced teams, offensive partners can also be just as helpful. Medicham and any other Fighting-type destroys annoying Steel-types such as Aggron and Steelix, and Spiritomb can return the favor and beat the Psychic- and Ghost-types that Medicham hates. Magneton can also deal with Steel-types such as Escavalier by trapping and then demolishing them with Hidden Power Fire. Finally, because Spiritomb lures in Choice-locked Fire-types, Water-types such as Omastar and Kabutops are useful to take advantage of that by setting up a Shell Smash or Swords Dance, respectively.</p>
[SET]
name: Defensive
move 1: Will-O-Wisp
move 2: Foul Play
move 3: Rest / Pain Split
move 4: Sleep Talk / Sucker Punch / Taunt
item: Leftovers
ability: Pressure
nature: Careful / Calm
evs: 248 HP / 8 Def / 252 SpD
[SET COMMENTS]
name: Defensive
move 1: Will-O-Wisp
move 2: Foul Play
move 3: Rest / Pain Split
move 4: Sleep Talk / Sucker Punch / Taunt
item: Leftovers
ability: Pressure
nature: Careful / Calm
evs: 248 HP / 8 Def / 252 SpD
[SET COMMENTS]
- best fits on balanced / stall teams
- Will-O-Wisp Cripples Physical attackers
- Foul Play allows it to take on Kabutops
- Rest-talk is the most reliable form of healing and allows it pressure stall
- Pain split can be used over rest as it frees up an extra move slot
- Pursuit can be useful to pick off weak threats such as Entei
- Taunt can also be useful by preventing things like Clefable from outstalling you
- Calm nature if not running sucker punch
- Protect can work to gather more leftover recovery and ease prediction against choice users
- a reversed physically defensive spread is a cool as it allows spiritomb to be one of the best checks to swords dance gallade and numerous other fighting- and normal-types such as cincinno, tauros, and hitmonlee
- in addition, spiritomb can also better take on kabutops while still serving as a decent answer to cryogonal
- spd evs allow it to take beat cryogonal and CM users like Uxie, Sigilyph, and Mesprit
- Clefable and Lanturn can also provide cleric support to remove status
- Roselia, Qwilfish, and Ferroseed can set up spikes to wear it the opposing team faster
- In return, spiritomb keeps the hazards from being blown away
- Qwilfish in particular makes an excellent partner as it can take on fire- and steel-types while spiritomb can deal with psychic-types along with some electric-types
- Poliwrath, Slowking, Steelix, and Alomomola all make fine defensive partners
- Steelix can Set up Rock while Slowking, Alomomola, and Poliwrath can absorb Fire- and Water-type moves aimed at Spiritomb
- Poliwrath also makes a great counter to aggron, and escavalier, and durant
- Alomomola can check the above and even provide spiritomb with wish support
- Medicham pairs pretty well with Spititomb, as it can destroy Steel-types while Spiritomb can deal with opposing bulky Ghost- and Psychic-types
- Magneton also works well with it, as it is able to trap opposing Steel-types such as Escavalier and Spiritomb can absorb Fighting-type attacks aimed at it
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