Dhelmise
#781 - The Sea Creeper Pokemon
Resists -
Weaknesses -
Immunities -
Ability - Steel Worker - Powers up Steel-type moves
Stats - 70 HP / 131 Atk / 100 Def / 86 SpA / 90 SpD / 40 Spe (517 Total)
Analysis
The release of Sun and Moon brought forth 2 additional Ghost/Grass types being Decidueye and Dhelmise. Decidueye, essentially, stole the spotlight away as the premiere Ghost/Grass type most likely due to its design, leaving Dhelmise away in the corner. Anyways, Dhelmise is the first mon to receive triple stab with its ability, Steel Worker, which empowers Steel-type moves by 1 stage. Dhelmise is also the first Ghost-type to receive Rapid Spin, and due to its typing, it is able to threaten out most common spin blockers and spinners while still being a spin blocker and spinner (does that make sense?). With a base of 131 Attack and acceptable 70/100/90 bulk, Dhelmise becomes a sheer bulky offense presence and it can function as a bulky wallbreaker as well. However, Dhelmise has many options such as Brick Break, Rock Slide, Earthquake, Rapid Spin, Toxic and triple stab which causes it to suffer from 4MSS because it either has to sacrifice coverage or stab. It is also very, very slow with base 40 Spe but, it can be remedied with Trick Room.
On a side note... The reason Dhelmise is Grass/Ghost is because the Pokemon is the algae/seaweed that's possessing the anchor. The Pokemon is not the anchor itself. Which is why it gets Steel Worker because the possessed seaweed is swinging that anchor around.
Potential Sets
Assault Vest
Dhelmise @ Assault Vest
Ability: Steel Worker
EVs: 252 HP / 148 Att / 110 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Power Whip
- Gyro Ball
- Shadow Claw / Earthquake
This set maximizes Dhelmise's bulk and offensive capabilities. 148 Att EVs allows Dhelmise to 2OHKO Mega Sableye who is the only reliable spin blocker to Dhelmise. 252 HP and 110 SpD Evs maximize Dhelmise's Special Bulk along with Assault Vest. Rapid Spin is essential for hazard removal. Power Whip and Gyro Ball utilize Dhelmise's stab and high base attack. The last slot is based on what you need, Shadow Claw is another stab move while Earthquake can be used to weaken Steel and Fire types such as Excadrill, Heatran and Bisharp upon switch-in.
Choice Band
Dhelmise @ Choice Band
Ability: Steel Worker
EVs: 252 HP / 252 Att / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Earthquake
- Shadow Claw / Switcheroo / Rapid Spin
This set fully utilizes Dhelmise's strong base 131 Attack to the fullest. Maximizing bulk with HP allows Dhelmise to live hits better and retaliate with a much more powerful Gyro Ball (as opposed to Anchor Shot). Dual stab with Power Whip and Gyro Ball hits the majority of the tier for good damage. Earthquake is essential for hitting Steel and Fire types upon switch-in. While the last slot can utilize Shadow Claw for tertiary stab, Switcheroo to cripple utility mons or special attackers such as Clefable, defensive Starmie and Zapdos, or Rapid Spin to remove hazards.
Set Up a Trap
Dhelmise @ Leftovers / Ghostium Z / Grassium Z
Ability: Steel Worker
EVs: 252 HP / 252 Att / 4 SpD
Adamant Nature
- Swords Dance
- Power Whip
- Anchor Shot
- Shadow Claw / Earthquake
With Anchor Shot, Dhelmise is able to set up on mons such as Tapu Bulu, Breloom, or Chansey with Swords Dance after trapping them. Leftovers can be used for some form of recovery while the Z-Crystals can help amp up Dhelmise's power for a single move. Power Whip is essential for a strong stab move. The last slot can utilize Shadow Claw for another reliable stab move or Earthquake for incoming Steel types.
Set Up a Trap 2.0
Dhelmise @ Leftovers / Ghostium Z / Grassium Z
Ability: Steel Worker
EVs: 252 HP / 252 Att / 4 SpA
Relaxed Nature
- Growth
- Giga Drain
- Anchor Shot
- Shadow Claw / Earthquake
Like the above set, this set focuses on Dhelmise as a mixed attacker instead. Growth increases Dhelmise's SpA and Att which compliments its stab Giga Drain for some form of recovery. The last slot is filled with Shadow Claw or Earthquake because of the aforementioned reasons.
Budget Gothitelle
Dhelmise @ Leftovers
Ability: Steel Worker
EVs: 252 HP / 168 SpD / 84 Spe
Impish Nature
- Anchor Shot
- Toxic
- Phantom Force
- Substitute / Protect
This set focuses on Dhelmise's ability to trap and remove mons through stalling. 84 Spe EVs lets Dhelmise outspeed Chansey and Tangrowth while the rest of the EVs are added to HP and SpD to maximize bulk. Anchor Shot is essential for trapping utility mons (defensive Starmie, Celebi, Slowbro) while Toxic is able to whittle the victim down slowly. A combination of Protect and Phantom Force stalls out even more turns while giving Dhelmise more opportunities to slowly restore HP with Leftovers. Substitute can be used instead of Protect to protect Dhelmise from status conditions.
Conclusion
Dhelmise will be an important asset to take note in the forthcoming OU meta. Dhelmise has amazing offensive capabilities with triple stab and high offensive stats which allow it to check the majority of the tier. Dhelmise also sports decent bulk and having access to Rapid Spin makes it a threat to hazard setters, spin blockers, and other spinners (Starmie and Excadrill). Even though it is currently outshined by Decidueye, I believe Dhelmise will be able to coexist with Decidueye while rising up to become a scary mon in the OU tier.

#781 - The Sea Creeper Pokemon


Resists -




Weaknesses -





Immunities -


Ability - Steel Worker - Powers up Steel-type moves
Stats - 70 HP / 131 Atk / 100 Def / 86 SpA / 90 SpD / 40 Spe (517 Total)
Level-Up Movepool
Lv 0 - Switcheroo
Lv 0 - Absorb
Lv 0 - Growth
Lv 0 - Rapid Spin
Lv 0 - Astonish
Lv 5 - Mega Drain
Lv 9 - Wrap
Lv 14 - Gyro Ball
Lv 18 - Metal Sound
Lv 23 - Giga Drain
Lv 27 - Whirlpool
Lv 32 - Anchor Shot
Lv 36 - Shadow Ball
Lv 41 - Energy Ball
Lv 45 - Slam
Lv 50 - Heavy Slam
Lv 54 - Phantom Force
Lv 59 - Power Whip
TMs
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM22 Solar Beam
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM31 Brick Break
TM32 Double Team
TM34 Sludge Wave
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM53 Energy Ball
TM59 Brutal Swing
TM63 Embargo
TM65 Shadow Claw
TM66 Payback
TM68 Giga Impact
TM74 Gyro Ball
TM75 Swords Dance
TM78 Bulldoze
TM80 Rock Slide
TM86 Grass Knot
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM91 Flash Cannon
TM94 Surf
TM100 Confide
New Moves
Anchor Shot - The user entangles the target with its anchor chain while attacking. The target becomes unable to flee.
Brutal Swing - The user swings its body around violently to inflict damage on everything in its vicinity.
Lv 0 - Switcheroo
Lv 0 - Absorb
Lv 0 - Growth
Lv 0 - Rapid Spin
Lv 0 - Astonish
Lv 5 - Mega Drain
Lv 9 - Wrap
Lv 14 - Gyro Ball
Lv 18 - Metal Sound
Lv 23 - Giga Drain
Lv 27 - Whirlpool
Lv 32 - Anchor Shot
Lv 36 - Shadow Ball
Lv 41 - Energy Ball
Lv 45 - Slam
Lv 50 - Heavy Slam
Lv 54 - Phantom Force
Lv 59 - Power Whip
TMs
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM22 Solar Beam
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM31 Brick Break
TM32 Double Team
TM34 Sludge Wave
TM40 Aerial Ace
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM53 Energy Ball
TM59 Brutal Swing
TM63 Embargo
TM65 Shadow Claw
TM66 Payback
TM68 Giga Impact
TM74 Gyro Ball
TM75 Swords Dance
TM78 Bulldoze
TM80 Rock Slide
TM86 Grass Knot
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM91 Flash Cannon
TM94 Surf
TM100 Confide
New Moves
Anchor Shot - The user entangles the target with its anchor chain while attacking. The target becomes unable to flee.
Brutal Swing - The user swings its body around violently to inflict damage on everything in its vicinity.
The release of Sun and Moon brought forth 2 additional Ghost/Grass types being Decidueye and Dhelmise. Decidueye, essentially, stole the spotlight away as the premiere Ghost/Grass type most likely due to its design, leaving Dhelmise away in the corner. Anyways, Dhelmise is the first mon to receive triple stab with its ability, Steel Worker, which empowers Steel-type moves by 1 stage. Dhelmise is also the first Ghost-type to receive Rapid Spin, and due to its typing, it is able to threaten out most common spin blockers and spinners while still being a spin blocker and spinner (does that make sense?). With a base of 131 Attack and acceptable 70/100/90 bulk, Dhelmise becomes a sheer bulky offense presence and it can function as a bulky wallbreaker as well. However, Dhelmise has many options such as Brick Break, Rock Slide, Earthquake, Rapid Spin, Toxic and triple stab which causes it to suffer from 4MSS because it either has to sacrifice coverage or stab. It is also very, very slow with base 40 Spe but, it can be remedied with Trick Room.
On a side note... The reason Dhelmise is Grass/Ghost is because the Pokemon is the algae/seaweed that's possessing the anchor. The Pokemon is not the anchor itself. Which is why it gets Steel Worker because the possessed seaweed is swinging that anchor around.
Potential Sets
Assault Vest
Dhelmise @ Assault Vest
Ability: Steel Worker
EVs: 252 HP / 148 Att / 110 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Power Whip
- Gyro Ball
- Shadow Claw / Earthquake
This set maximizes Dhelmise's bulk and offensive capabilities. 148 Att EVs allows Dhelmise to 2OHKO Mega Sableye who is the only reliable spin blocker to Dhelmise. 252 HP and 110 SpD Evs maximize Dhelmise's Special Bulk along with Assault Vest. Rapid Spin is essential for hazard removal. Power Whip and Gyro Ball utilize Dhelmise's stab and high base attack. The last slot is based on what you need, Shadow Claw is another stab move while Earthquake can be used to weaken Steel and Fire types such as Excadrill, Heatran and Bisharp upon switch-in.
Choice Band
Dhelmise @ Choice Band
Ability: Steel Worker
EVs: 252 HP / 252 Att / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Earthquake
- Shadow Claw / Switcheroo / Rapid Spin
This set fully utilizes Dhelmise's strong base 131 Attack to the fullest. Maximizing bulk with HP allows Dhelmise to live hits better and retaliate with a much more powerful Gyro Ball (as opposed to Anchor Shot). Dual stab with Power Whip and Gyro Ball hits the majority of the tier for good damage. Earthquake is essential for hitting Steel and Fire types upon switch-in. While the last slot can utilize Shadow Claw for tertiary stab, Switcheroo to cripple utility mons or special attackers such as Clefable, defensive Starmie and Zapdos, or Rapid Spin to remove hazards.
Set Up a Trap
Dhelmise @ Leftovers / Ghostium Z / Grassium Z
Ability: Steel Worker
EVs: 252 HP / 252 Att / 4 SpD
Adamant Nature
- Swords Dance
- Power Whip
- Anchor Shot
- Shadow Claw / Earthquake
With Anchor Shot, Dhelmise is able to set up on mons such as Tapu Bulu, Breloom, or Chansey with Swords Dance after trapping them. Leftovers can be used for some form of recovery while the Z-Crystals can help amp up Dhelmise's power for a single move. Power Whip is essential for a strong stab move. The last slot can utilize Shadow Claw for another reliable stab move or Earthquake for incoming Steel types.
Set Up a Trap 2.0
Dhelmise @ Leftovers / Ghostium Z / Grassium Z
Ability: Steel Worker
EVs: 252 HP / 252 Att / 4 SpA
Relaxed Nature
- Growth
- Giga Drain
- Anchor Shot
- Shadow Claw / Earthquake
Like the above set, this set focuses on Dhelmise as a mixed attacker instead. Growth increases Dhelmise's SpA and Att which compliments its stab Giga Drain for some form of recovery. The last slot is filled with Shadow Claw or Earthquake because of the aforementioned reasons.
Budget Gothitelle
Dhelmise @ Leftovers
Ability: Steel Worker
EVs: 252 HP / 168 SpD / 84 Spe
Impish Nature
- Anchor Shot
- Toxic
- Phantom Force
- Substitute / Protect
This set focuses on Dhelmise's ability to trap and remove mons through stalling. 84 Spe EVs lets Dhelmise outspeed Chansey and Tangrowth while the rest of the EVs are added to HP and SpD to maximize bulk. Anchor Shot is essential for trapping utility mons (defensive Starmie, Celebi, Slowbro) while Toxic is able to whittle the victim down slowly. A combination of Protect and Phantom Force stalls out even more turns while giving Dhelmise more opportunities to slowly restore HP with Leftovers. Substitute can be used instead of Protect to protect Dhelmise from status conditions.
Conclusion
Dhelmise will be an important asset to take note in the forthcoming OU meta. Dhelmise has amazing offensive capabilities with triple stab and high offensive stats which allow it to check the majority of the tier. Dhelmise also sports decent bulk and having access to Rapid Spin makes it a threat to hazard setters, spin blockers, and other spinners (Starmie and Excadrill). Even though it is currently outshined by Decidueye, I believe Dhelmise will be able to coexist with Decidueye while rising up to become a scary mon in the OU tier.
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