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Phantump

In-battle formes

HP:43
Attack:70
Defense:48
Sp. Atk:50
Sp. Def:60
Speed:38
Min (-ve nature, 0 IVs)7
Default10
Max Neutral13
Max Positive14
Max Neutral (+1)19
Max Positive (+1)21
Max Neutral (+2)26
Max Positive (+2)28
Little Cup
SubSeeder10
Attacker11

Evolutions

Strategies

  • en
Formats:
  • LC
Written by The Avalanches

Overview

Phantump is one of only two Pokemon in the Little Cup tier with access to the ability Harvest. With this ability, Phantump has a 50% chance of recycling a used Berry, which means that Phantump can utilize Oran Berry to heal itself repeatedly. It has a wide movepool for breaking down walls, including Will-O-Wisp and Leech Seed, and its Ghost / Grass typing resists four common attacking types as well as being immune to Normal-type, Fighting-type, and powder-based moves. Unfortunately, Phantump faces a crippling weakness to Knock Off, which not only hits it for super effective damage but also removes Phantump's Berry permanently. Carrying a Berry also hampers its mediocre defenses, giving it limited opportunities to set up a Substitute due to weaknesses to five common attacking types. Its offensive options are also fairly limited, so an offensive set is difficult to use.

SubSeeder

Move 1
Move 2
  • Leech Seed
    1/8 of target's HP is restored to user every turn.
    TypeGrass
    Accuracy90%
Move 3
Move 4
  • Horn Leech
    User recovers 50% of the damage dealt.
    TypeGrass
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Shadow Claw
    High critical hit ratio.
    TypeGhost
    CategoryPhysical
    Power70 BP
    Accuracy100%

Moves

Substitute is necessary for Phantump to avoid heavy hits and being crippled by status and Knock Off while allowing it to attack or cripple foes in safety. It also can lower Phantump's HP to a range where Oran Berry will activate. Leech Seed is useful for wearing down bulky foes while providing Phantump with recovery. Will-O-Wisp also helps wear down walls, and it also cripples physical attackers, which helps Phantump stand up to hits its mediocre Defense otherwise wouldn't. Horn Leech or Shadow Claw can be chosen as Phantump's physical attack. Horn Leech hurts Water-, Ground-, and Rock-type foes, notably Drilbur and Tirtouga, as well as providing Phantump with even more recovery, while Shadow Claw ensures it isn't walled by Grass- or Fire-types.

Set Details

Phantump relies on using an Oran Berry alongside Harvest to heal itself and recycle the Berry. It chooses to run 196 Special Defense EVs are used with a Careful nature in order to maximize its special bulk and take hits more comfortably. 132 Defense EVs give it reasonable physical bulk and the remaining EVs are placed in HP so that it can tank some hits.

Usage Tips

Phantump is good at wearing down walls such as Lickitung or Munchlax, that don't appreciate being seeded or burned. It can also set up a Substitute on things slower than it and proceed to whittle down their health with Leech Seed while healing itself. Phantump is also a decent spinblocker, able to hit common Rapid Spinners in the tier such as Drilbur and Staryu quite hard with Horn Leech. Phantump is frail, however, and should never stay in on a foe with Knock Off unless it is behind a Substitute, as Knock Off will remove Phantump's Berry and hit for super effective damage.

Team Options

Vulpix is a decent teammate for Phantump, as it sets up sun which makes Harvest trigger every turn. It can also fire off a sun-boosted Fire Blast to deal with foes Phantump has trouble pushing past, particularly Ferroseed. Houndour resists four of Phantump's five weaknesses and has an easier time taking out foes Phantump has weakened with Leech Seed or Will-O-Wisp. Phantump also appreciates Pokemon such as Magnemite or Chinchou to remove Flying-type foes such as Fletchling and Doduo. Archen can also take out Flying-types while also being able to set up Stealth Rock.

Attacker

Move 1
  • Horn Leech
    User recovers 50% of the damage dealt.
    TypeGrass
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 2
  • Shadow Claw
    High critical hit ratio.
    TypeGhost
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 3
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%
Move 4

Moves

Horn Leech is useful for hitting foes such as Drilbur, Tirtouga, Diglett, and Chinchou for super effective damage. It also heals Phantump, which is welcome, considering it doesn't carry Leech Seed on this set. Shadow Claw is Phantump's other STAB move and is capable of OHKOing Misdreavus without Eviolite after Stealth Rock damage. Rock Slide is great defeating for Flying- and Bug-type foes, particularly Fletchling, which resists Phantump's STAB options. Substitute is a useful option for activating Oran Berry as well as giving Phantump an opening to attack behind the safety of a Substitute.

Set Details

Eviolite and Natural Cure are Phantump's preferred choices on this set as Phantump hates status, so the ability to cure it by switching out is convenient. Eviolite allows Phantump with 132 Defense EVs to take a 110 Base Power Acrobatics from Adamant Fletchling, and also allows it to take a Shadow Ball from Timid Misdreavus when running 116 Special Defense EVs. 196 Attack EVs with an Adamant nature ensure Phantump's attacks hit as hard as possible. The remaining EVs are placed in HP and Speed to increase survivability and allow it to outspeed some slower foes. Oran Berry and Harvest can be used if healing is needed, but Phantump generally prefers the bulk afforded by Eviolite.

Usage Tips

Phantump can break walls that have had their items removed and can finish off weakened foes after they've taken damage from entry hazards. It is also quite good at preserving entry hazards as it can spinblock and hit spinners such as Drilbur and Staryu for good damage with Horn Leech. However, Phantump is still frail even with Eviolite, so it should not used carelessly, especially against foes with Knock Off.

Team Options

Phantump appreciates an ally with Knock Off, such as Pawniard or Mienfoo, as it removes items that trouble Phantump, such as Eviolite and Berry Juice. It also really enjoys an entry hazard setter such as Tirtouga or Trubbish to soften some bulkier foes. Phantump can even benefit from Sticky Web, which enables it to outspeed some faster foes. A Baton Passer such as Torchic can also help Phantump overcome its Speed issues by passing it one or two Speed boosts. Mienfoo with Stone Edge is a great lure for Flying-types as well as being able to handle the Dark- and Steel-types Phantump can't take on. Archen is also a useful Flying-type check with access to Stealth Rock.

Other Options

Wood Hammer is a stronger STAB option than Horn Leech, but taking recoil is really unwelcome on both sets. Phantump can be a decent Trick Room setter, as its low Speed and high Attack make it a good user of the strategy. Other physical options such as Poison Jab and Bulldoze can be used for Fairy- and Steel-types, but they are fairly weak and don't really offer much additional coverage. Other Berries can be utilized with Harvest, such as a Lum Berry with Rest or a stat-boosting berry, however, Lum Berry is less consistent than Natural Cure and stat-boosting berries are risky as they only activate once Phantump is below half of its full health.

Checks and Counters

Knock Off Users: Pawniard, Mienfoo, and Timburr disrupt Phantump's Harvest ability by permanently removing a Berry with Knock Off. It also hits for super effective damage and can KO Phantump without Eviolite most of the time.

Pawniard: Pawniard is faster than Phantump and can KO any variant without Eviolite with Knock Off. Horn Leech and Shadow Claw barely leave a scratch on it. Eviolite Phantump is KOed by Knock Off most of the time and cannot do anything significant in return.

Timburr: Timburr doesn't fear burns thanks to its ability Guts, isn't bothered by any of Phantump's attacks, and can hit back with Knock Off or Ice Punch.

Taunt Users: Cottonee and Purrloin can leave Phantump useless without its support moves by using Taunt.

Fire-types: Growlithe and Ponyta can heal off Leech Seed damage all day long with Morning Sun and smash Phantump with Flare Blitz, all while being immune to Will-o-Wisp.

Flying-types: Archen and Fletchling are powerful enough to outspeed and OHKO Phantump variants without Eviolite.

Infiltrator and Sound-Based Moves: Although rare in Little Cup, Pokemon with the Infiltrator ability or a sound-based move can hit Phantump through its Substitute.

Credits

Moves

 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
15
User passes its held item to the target.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
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
5
If an opponent knocks out the user, it also faints.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
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
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
100%
PP
20
Adds Grass to the target's type(s).
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
20
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
 
Power
Accuracy
PP
5
If the user faints, the attack used loses all its PP.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
Accuracy
PP
20
Traps/grounds user; heals 1/16 max HP per turn.
 
Power
Accuracy
90%
PP
10
1/8 of target's HP is restored to user every turn.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
20
Attack depends on terrain (default Tri Attack).
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
90
Accuracy
100%
PP
10
Disappears turn 1. Hits turn 2. Breaks protection.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison 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
20
For 5 turns, physical damage to allies is halved.
 
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
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
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
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
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
Accuracy
PP
10
The user and the target trade Abilities.
 
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
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
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
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
50
Accuracy
100%
PP
35
No additional effect.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
Accuracy
100%
PP
20
Lowers Atk/Sp. Atk/Speed of poisoned foes by 1.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
100%
PP
10
The target's Ability becomes Insomnia.
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