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Giratina-Origin

In-battle formes

HP:150
Attack:120
Defense:100
Sp. Atk:120
Sp. Def:100
Speed:90
Min (-ve nature, 0 IVs)166
Default216
Max Neutral279
Max Positive306
Max Neutral (+1)418
Max Positive (+1)459
Max Neutral (+2)558
Max Positive (+2)612
Uber
Defog216

Formes

Strategies

  • en
Formats:
  • Uber
Written by Lotus

Overview

  • Giratina-O is one of the premier Defog users in the tier and is commonly found on many balanced teams due to a formidable combination of utility options it provides.
  • Great bulk, Levitate, and a defensive typing of Ghost / Dragon make Giratina-O a check to many physically oriented threats, such as Primal Groudon, Swords Dance Arceus formes, Necrozma-DM, Ho-Oh, and Mega Salamence.
  • When accounting for Giratina-O's solid defensive typing, enormous bulk, inability to be trapped, access to various status moves, and, most importantly, offensive presence, there are very few Pokemon in the tier that can reliably set entry hazards against, switch into, or combat it.
  • An advantageous matchup against the most relevant Stealth Rock user, Primal Groudon, is one of the major factors to Giratina-O's viability as a Defog user as well. Many Pokemon on balanced teams struggle to properly deal with Primal Groudon due to a large number of sets it can run to circumvent its checks, and Giratina-O stands as one of the safest switch-ins to Primal Groudon due to its ability to handle most variants.
  • An ability to defeat common threats like Primal Groudon, Necrozma-DM, and many support Arceus formes in one-on-one scenarios, depending on its moveset, serves as Giratina-O's other attractive trait to balanced teams that need a Defog user capable of restricting many Pokemon from taking advantage of it.
  • Giratina-O's effectiveness as a check to threats it pivots into will vary depending on its health due to its tendency to handle its foes offensively or with status moves. An average Speed tier means that Giratina-O will likely be attacked before it is able to counteract, which combined with a complete lack of recovery and an obligation to pivot into strong powerhouses like Primal Groudon makes its health management important.
  • Prevalent special attackers like Xerneas, Yveltal, and Mega Gengar and other special attackers like Lunala and Deoxys-A can easily overwhelm Giratina-O and threaten to OHKO or heavily impair it. Other common offensive threats like Marshadow and Outrage Ultra Necrozma can exploit Giratina-O's weaknesses to circumvent its bulk.

Defog

Move 1
  • Defog
    -1 evasion; clears user and target side's hazards.
    TypeFlying
Move 2
  • Hex
    Power doubles if the target has a status ailment.
    TypeGhost
    CategorySpecial
    Power65 BP
    Accuracy100%
Move 3
Move 4

Moves

  • Giratina-O's ability to force switches with its strong attacks and check Primal Groudon makes it an effective Defog user.
  • Hex provides Giratina-O with an immensely powerful attack against statused foes. Hex is one of the major factors that contribute to Giratina-O's offensive presence due to it 2HKOing foes like Primal Groudon, Primal Kyogre, Magearna, and the majority of the support Arceus formes once they've been statused.
  • Dragon Pulse is a consistent secondary STAB move that isn't reliant on status. Dragon Pulse also has a sizable damage output despite its mediocre Base Power, doing enough damage to 2HKO most offensive Primal Groudon variants after Stealth Rock damage and outright OHKO offensive Mega Salamence.
  • Draco Meteor provides Giratina-O with a Dragon-type STAB attack with more immediate damage output, forcing recovery moves from support Arceus formes that attempt to absorb damage and threatening to OHKO Yveltal and offensive Ho-Oh after Stealth Rock damage. Draco Meteor also pressures Primal Groudon significantly harder than Dragon Pulse, weakening defensive variants to the point where it can no longer pivot into threats like Necrozma-DM and Xerneas and putting offensive variants in range of priority moves. However, its tendency to force Giratina-O out after attacking a foe and worsen its matchup against Substitute Extreme Killer Arceus makes it a less favorable move than Dragon Pulse.
  • A status move is used in the fourth moveslot to enable Giratina-O to use boosted Hex and punish a variety of its switch-ins. Thunder Wave cripples support Arceus formes, Yveltal, and Xerneas, making them much easier to check. Paralysis allows Giratina-O to threaten support Arceus formes by threatening to 2HKO them with boosted Hex, and it comes in handy with punishing Xerneas, forcing Choice Scarf variants to lock themselves into Aromatherapy and making Geomancy variants significantly easier to handle. Thunder Wave especially comes in handy where Giratina-O isn't healthy enough to win duels against foes like Mega Lucario, enabling its teammates to handle them more easily.
  • Will-O-Wisp is an alternative status move that pressures Steel-types harder with residual damage and cripples Necrozma-DM, Mega Lucario, and Swords Dance Arceus formes.
  • Toxic can be used to pressure Primal Groudon and punish Giratina-O's checks harder in the long run, serving as the only status move that can pressure support and Calm Mind variants of Arceus-Ground, which would otherwise not mind too much about Giratina-O's other moves. However, choosing Toxic as a status move removes Giratina-O's ability to 2HKO specially defensive Necrozma-DM, and it is usually better for Giratina-O to use Thunder Wave or Will-O-Wisp and let its teammates spread Toxic poison to foes like Primal Groudon and support Arceus formes.
  • Giratina-O can forgo Hex for Shadow Ball and give up a status move for Shadow Sneak to have a consistent Ghost-type STAB attack and a priority move, which can be handy with picking off faster threats like Mega Gengar and Deoxys-A and setup sweepers. A combination of Shadow Ball and Shadow Sneak is also capable of preventing Cloyster from setting up entry hazards. Note that Giratina-O will have to opt for a Quiet nature with this option to maximize Shadow Sneak's damage.

Set Details

  • 248 HP and 52 Special Defense EVs allow Giratina-O to survive two full-powered Eruptions from Primal Groudon.
  • The remaining EVs are put into Special Attack with a Modest nature, which, combined with a mandated Griseous Orb, improve Giratina-O's offensive presence, limiting its switch-ins and enabling it to offensively check a large portion of the tier.
  • If Thunder Wave is run, 28 Speed EVs should be used to outspeed Modest Choice Scarf Xerneas and Yveltal once they have been paralyzed.
  • Running 152 Speed EVs may be an appealing option if using Will-O-Wisp, as this enables Giratina-O to burn Necrozma-DM before Necrozma-DM OHKOes Giratina-O with +2 Searing Sunraze Smash. Note that this costs a noticeable portion of Giratina-O's damage output or bulk, however.
  • Maximum Defense investment can be used instead of maximum HP investment to take physical attacks better. This can come in handy against Pokemon like Necrozma-DM and Swords Dance Arceus-Ground.
  • Levitate provides Giratina-O with an immunity to Ground, improving its matchup against Primal Groudon and Swords Dance Arceus-Ground.

Usage Tips

  • Making the best use of Giratina-O requires somewhat cautious play, despite it often being a pivot that is intentionally sent out against Primal Groudon and certain entry hazard setters. Giratina-O will inevitably sustain damage and will be worn down over the course of the match, and this means Giratina-O should be somewhat focused on managing its HP.
  • Giratina-O should be quick to decide whether combating a foe and taking damage outweighs lessening the chance it can take on other threats it may be tasked to handle. Taking damage and removing entry hazards with Defog is beneficial for Giratina-O's team, but staying in the field unnecessarily long to take an extra attack or increase the odds of getting inflicted by status will only make Giratina-O get worn down faster.
  • Primal Groudon and Swords Dance Arceus formes are the most common foes that Giratina-O should stay in against to prevent them from dealing excessive damage to other teammates. While these threats may be easier to keep in check with a healthy Giratina-O when they attempt to wallbreak early- or mid-game, it will be much more difficult to stop them as the game gets longer and Giratina-O keeps taking damage. Unless there are reliable checks to said foes other than Giratina-O, ensure that Giratina-O is healthy enough to win the duel against them.
  • Against bulkier teams with durable entry hazard setters like defensive Necrozma-DM, Ferrothorn, and Arceus formes using Stealth Rock, Giratina-O can choose to act aggressively by statusing them and then damaging them with Hex. While entry hazard setters from bulky teams tend to carry Toxic, this may be a worthwhile move to make if entry hazards are going to be problematic for Giratina-O's team and the setters have to be pressured.
  • Giratina-O will find an opportunity to remove entry hazards from offensive teams if it manages to pivot into an appropriate foe like Primal Groudon or Arceus-Ground. As these Pokemon are common in such archetypes and simply letting Giratina-O switch into them will let it remove entry hazards set by dedicated leads, it is likely that an opponent will seek a way to wear down Giratina-O with Stealth Rock and aggressively double switch into offensive checks like Xerneas and Yveltal, so avoid being too reactive against such teams.

Team Options

  • Various support Arceus formes can be beneficial, as, depending on their typing, they can cover Giratina-O's weaknesses and form a good defensive core. With Giratina-O freeing their moveslot by providing Defog support, Arceus formes have more options to be better checks to whichever foe they desire to cover for the team and can cover foes like Zygarde-C and Mega Salamence that will either force Giratina-O to directly combat them to keep them in check or overwhelm it after some prior damage. Arceus-Water is the most notable one, as it can handle most Primal Groudon variants with Giratina-O and can sponge attacks from special variants of Primal Groudon and Ho-Oh, which Giratina-O cannot switch into consistently. Arceus-Dark soft checks Necrozma-DM and Yveltal while benefiting from Giratina-O drawing in and statusing checks like Xerneas.
  • Various Steel-types like Necrozma-DM and Ferrothorn can pivot into Toxic and Fairy-type attacks aimed at Giratina-O. Practically any Steel-type appreciates Giratina-O's ability to stand against Primal Groudon and can set entry hazards or spread status in return. Magearna is a notable partner that can pivot into both Xerneas and Yveltal, provide cleric support, and benefit from Giratina-O's Defog support, preventing Spikes from rapidly wearing it down.
  • Stealth Rock users like Primal Groudon and Necrozma-DM can prevent defensive Ho-Oh and Yveltal from recklessly switching into Giratina-O and can run Toxic to cripple Defog users and support Arceus formes, giving Giratina-O an easier time to deal with foes that it would need poisoned to deal with.
  • Flying-types enjoy Giratina-O's Defog support and can also function as secondary checks to Primal Groudon offensively or defensively. Ho-Oh is one of the Pokemon that benefit the most from the absence of Stealth Rock to be able to pivot into Fairy-types, absorb status moves reasonably well, pressure Steel-types, check some Primal Groudon variants, and spread status to make Giratina-O's Hex easier to utilize. Yveltal offensively checks Ghost-types, cripples special walls with Taunt, and benefits from Giratina-O's ability to leave Arceus formes crippled by status or a large amount of damage they took while combating it. Mega Salamence can absorb status moves for Giratina-O to use boosted Facade and can have a better chance to sweep after its checks like Steel- and Fairy-types have been pressured by Giratina-O.
  • Mega Gengar and Giratina-O can work together to spread various status ailments and facilitate their attempts to prey on as many foes with boosted Hex as possible. Mega Gengar can trap and dispose of Fairy-types and special walls, while Giratina-O can pivot into threats like Primal Groudon and Ho-Oh that Mega Gengar struggles to deal with. Trapping and removing Stealth Rock users like Arceus-Fairy that Giratina-O cannot effectively deal with is also appreciated.
  • Toxapex can set Toxic Spikes to ease Giratina-O's attempts to damage foes with boosted Hex, take advantage of Arceus-Fairy, and check Marshadow and Ho-Oh. In return, Giratina-O can pivot into Ground-type attacks aimed at Toxapex.
  • Cleric support from Xerneas, Chansey, and Blissey can be helpful to prevent Giratina-O from losing too much HP from status. Chansey and Blissey can also support Giratina-O with Wish to further extend its longevity.

Other Options

  • A physically based set with Defog, Dragon Tail, Shadow Sneak, and Earthquake or Shadow Force provides Giratina-O with a stronger priority move and a way to 2HKO Magearna without statusing it beforehand. However, this set is helpless against Fairy-types, struggles to combat Primal Groudon, and is easily taken advantage of by Ferrothorn. Dragon Tail's inability to prevent Extreme Killer Arceus from setting up with Substitute against Giratina-O also leaves this option fairly disappointing.
  • Magic Coat can be used to reflect status and entry hazard moves from suicide leads like Deoxys-S and various Pokemon that rely on Toxic to combat Giratina.
  • Rest is Giratina-O's only form of recovery, but it can only be used effectively with cleric support, and Giratina-O has a hard time justifying its use over any listed move. As Giratina-O is immobile while asleep, Rest ends up being a detriment due to the sleep turns and its tendency to allow Giratina-O's offensive checks to switch in freely, along with entry hazard setters taking advantage of Giratina-O without fear.
  • Roar can be used to deal with setup sweepers behind Substitute and possibly make Geomancy Xerneas waste its Power Herb, but this move is very hard to fit.

Checks and Counters

Fairy-types: Both Xerneas and Magearna can switch into Dragon-type moves and threaten Giratina-O with their STAB moves. Both of them also have access to cleric moves to cure status that Giratina-O aims to spread as well. However, Choice Scarf Xerneas with Aromatherapy will be forced to heal its status right away if switched into Thunder Wave, and Geomancy variants will be punished harder if switched into said move. Arceus-Fairy has access to recovery moves to consistently switch into Giratina-O, but it has similar concerns about getting paralyzed, which will make it vulnerable to getting 2HKOed by boosted Hex from Giratina-O.

Dark-types: Offensive Yveltal can cleanly OHKO Giratina-O with Dark Pulse, and defensive variants typically carry Taunt that prevents Giratina-O from using Defog or status moves. However, Yveltal dislikes switching into Thunder Wave and Toxic, and offensive variants have to be wary about switching into Draco Meteor when Stealth Rock is up. Arceus-Dark has enough bulk to take on most Giratina-O variants, and variants carrying Refresh does not mind Giratina-O at all, apart from being forced to use Recover after switching into Draco Meteor. Tyranitar can force out Giratina-O while setting Stealth Rock and additionally guarantee a heavy hit on it with Pursuit. Even after getting burned, Tyranitar is a huge nuisance for Giratina-O due to the residual damage from sandstorm and potential Toxic.

Chansey and Blissey: Both Chansey and Blissey have enormous special bulk to take any attack from Giratina-O with ease, Natural Cure to absorb status, and Heal Bell to heal its teammates of status ailments.

Ghost-types: While Ghost-types almost never find opportunities to switch into Giratina-O, they can offensively check it if given a safe switch. Mega Gengar, Lunala, and Marshadow are all able to threaten Giratina-O, but they must be wary of Shadow Sneak and avoid switching into Thunder Wave.

Super Effective Attacks: Super effective moves like Ice Beam from Arceus formes prevent Giratina-O from effectively dealing with them, while more offensive foes like Ultra Necrozma, mixed Rayquaza, Palkia, and Dialga can threaten to OHKO Giratina-O with their super effective attacks.

Status: Giratina-O's already limited longevity is further worsened by burn and poison, and paralysis can be detrimental as well due to its potency to potentially prevent Defog.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
80
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
15
-1 evasion; clears user and target side's hazards.
 
Power
Accuracy
PP
5
If an opponent knocks out the user, it also faints.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
For 5 turns, the foe(s) is prevented from healing.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
120
Accuracy
100%
PP
5
Disappears turn 1. Hits turn 2. Breaks protection.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
Accuracy
85%
PP
15
Burns the target.
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