Spiritomb

Didn't find one of these, so I guess I'll do it.

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Spiritomb
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50 HP / 92 Atk / 108 Def / 92 SAtk / 108 SDef / 35 Spd
Pressure
DW Ability: Slip Through​

Movepool:​

Level Up Moves (only listing the notable ones)
Pursuit
Confuse Ray
Spite
Shadow Sneak
Hypnosis
Sucker Punch
Nasty Plot
Dark Pulse​

By TM/HM (only listing the notable ones)​

Calm Mind
Toxic
Hidden Power
Taunt
Protect
Frustration / Return
Psychic
Shadow Ball
Torment
Rest
Will-O-Wisp
Psych Up
Bark Out​

By Breeding (only listing the notable ones)​

Destiny Bond
Nightmare
Pain Split​

Last Gen only (notable ones only)​

Trick
Spite
Sleep Talk​


Spiritomb is an interesting pokemon. It has fantastic defenses but very low HP and no recovery outside of Pain Split. It can counter several important pokemon (Notably Reuniclus and Deoxys in Ubers) but has a hard time with many of the other OU pokemon. It has no weaknessess and three immunities but few resistances (Just Poison). It has a large support movepool and access to useful moves such as Sucker Punch and Shadow Sneak, but there's not a whole lot it can do that others can't do better. But here are a few sets.​

CroTomb
Spiritomb @ Leftovers
252 HP / 252 Def / 4 SDef Bold
Pressure
--Rest
--Sleep Talk
--Calm Mind
--Dark Pulse
This is a great set that is hard to counter. With maxed out EVs, CroTomb's defense is sky high, and after a few SDef boosts, it's going to be hard to take down. The idea is to use CM until you're low on health, then to heal up and spam Sleep Talk while you boost and attack. Very hard to counter.​

Band Tomb
Spiritomb @ Choice Band
252 HP / 252 Atk / 4 Def Adamant
--Trick
--Shadow Sneak
--Pursuit
--Sucker Punch
Spiritomb has a decent attacking stat and access to Trick, which makes this quite an effective set. CB Shadow Sneak hurts a lot, especially if it's STAB coming from a maxed out Atk stat. CB Pursuit also really hurts, especially if the opponent is switching out. The only problem is a really limited physical movepool, which really limits Spiritomb's attacking prowess.​

Torment Tomb
Spiritomb @ Leftovers
252 HP / 128 SDef / 128 Def Impish
--Torment
--Protect
--Spite / Toxic
--Sucker Punch / Pursuit
This will make your opponent rage quit. Torment coming from a tank like this is a pain. Say for example your opponent only has a fighting move and a rock move (Terakion). You Torment the Rock move, Toxic or Spite the Fighting move, and Protect on all of the Fighting moves. Soon your opponent is left with 0 PP in both attacks and is forced to use status moves or Struggle. Or, if you chose Toxic, your opponent is dead (although they may have switched out to eliminate Toxic damage). Works great with both Sucker Punch and Pursuit. Pursuit catches them when they try to switch out and can really mess up Choiced pokemon. Sucker Punch is good because you know exactly when to use it.​

Tank Tomb
Spiritomb @ Leftovers
252 HP / 128 Def / 128 SDef Careful
--Will-O-Wisp / Toxic / Hypnosis
--Pursuit / Shadow Sneak / Sucker Punch
--Pursuit / Shadow Sneak / Sucker Punch
--Pain Split
Just a great all around tank. Great support options, great choice of moves, and okay recovery that can hit the opponent really hard. It is possible to do 4 HP / 252 Def / 252 SDef for max Pain Split recovery, but it's not necessary.​


 
With an increase in both fighting and psychic types, i can see spiritomb having more use this gen. its immunity to mach punch is very useful.
 
After testing Spiritomb in my Mono-ghost team, I dare say it's one hell of an amazing poke.

The I used was CroTomb with a minor tweak.

Spiritomb @ Lefties
252 hp / 128 def / 128 spdef
Bold Nature
~Dark Pulse
~Calm Mind
~Rest
~WoW
Eh, it just needs a bit of Taunt/Encore support and it's good to go.
Reuniclus can't touch this, as it'll just get oustalled with pressure, rest, and CM.
 
Spiritomb is a very useful Pokemon, especially for stall teams. The ability to block rapid spin and hit common Psychic-type spinners, while at the same time being nearly impossible for them to 1-2HKO, makes it among the most reliable ghosts for the role.

I've run the "Tank Tomb" set posted, but opted for protect over pain split. Pain split on a slow Pokemon can be risky because you have to predict two turns in advance, and protect stalls for leftovers and abuses Pressure at the same time. Unfortunately with protect you can't touch Heatran, but at least you can drain Fire Blast's pp. Pain split has different obvious advantages, of course.

Oh, and Blissey's wishes healing 100% of Tomb's HP and Tomb taking the Fighting attacks aimed at her is great synergy.
 
After testing Spiritomb in my Mono-ghost team, I dare say it's one hell of an amazing poke.

The I used was CroTomb with a minor tweak.

Spiritomb @ Lefties
252 hp / 128 def / 128 spdef
Bold Nature
~Dark Pulse
~Calm Mind
~Rest
~WoW
Eh, it just needs a bit of Taunt/Encore support and it's good to go.
Reuniclus can't touch this, as it'll just get oustalled with pressure, rest, and CM.

Wouldn't you be better off with max defense, since you'll probably boost your SpDef far beyond what you need while your defense won't increase at all?
 
Spiritomb is arguably more useful than it was last gen. I prefer the Specially Defensive set, so it can challenge Lati twins, Rankurusu and if/when Deoxys-N comes down that can be challenged as well.

Pressure is such a ridiculously good ability on Spiritomb as well, especially for the CM sets. CroTomb is a very apt name for such a beast.
 
Also, technically it's weak to Fighting if you can get past the immunity (Scrappy, Trick+Bull's Eye, etc.), but that's rarely going to come into play.
 
It should also be noted that another major problem to Stall teams is the use of Espeon and Xatu. Spiritomb can handily deal with these two as well. (Although a lot of Espeon users will switch into my Nattorei forgetting that team preview exists and are stunned when they get wrecked by Gyro Ball)

All in all, Spiritomb makes an excellent case for being the best spinblocker for heavy stall teams in the game with Rotom being taken away from the scene.
 
I actually run the Band Tomb set you have listed. I LOVE it. Hits so hard. One of the BEST anti starmie pokemon, seeing as he spin blocks AND one shots with both pursuit and sucker punch, and if she has some residual damage, shadow sneak as well.
 
The first set is going to get horribly raped by all the Justice Heart Pokemon running around..

Good point. Shadow Ball should be slashed. But it loses to Normal-types, then again, it's immune to their STAB and is bulky enough to tank the non-STAB moves.
 
Its either the option to hit normal types AND justice heart users (with the exception of giving them a boost), OR never hit normal types, and be resisted by a good chunk of justice heart users as it is.
 
How about this? Pack a revenge killer for Terakion and Spiritomb's fine. Terakion is one of the only common guys who run around with Justice Heart (Virizion is the other one, but it doesn't use the Attack boost often). Better than being walled by random Normal-types, especially Blissey (who you could actually beat).
 
I think my favourite thing about Spiritomb is the mindgames it puts on your opponents, especially if they don't know the set. Pursuit, Trick, Sucker Punch, Shadow Sneak, Will-o-Wisp, Calm Mind, Taunt - loads of fantastic supporting moves which give it very few good switch ins (Heatran is an excellent counter to pretty much every Spiritomb except maybe CM sets with HP Fighting, but even that might struggle).

Specially Defensive with Will-o-Wisp, Pain Split and two attacking moves (I change often) is usually my set of choice.

I do always wish I had more moveslots for Spiritomb, definitely suffers from 4 moveslot syndrome, IMO. I always end up thinking that "If only I had sucker punch instead of shadow sneak, or if only I had taunt".

Last gen I used it as my all purpose Azelf/Starmie/Gengar counter, but this gen it counters them and a couple others (still doesn't want to switch into a lot of powerful hits like Specs DM from Latios).
 
I think my favourite thing about Spiritomb is the mindgames it puts on your opponents, especially if they don't know the set. Pursuit, Trick, Sucker Punch, Shadow Sneak, Will-o-Wisp, Calm Mind, Taunt - loads of fantastic supporting moves which give it very few good switch ins (Heatran is an excellent counter to pretty much every Spiritomb except maybe CM sets with HP Fighting, but even that might struggle).

Specially Defensive with Will-o-Wisp, Pain Split and two attacking moves (I change often) is usually my set of choice.

I do always wish I had more moveslots for Spiritomb, definitely suffers from 4 moveslot syndrome, IMO. I always end up thinking that "If only I had sucker punch instead of shadow sneak, or if only I had taunt".

Last gen I used it as my all purpose Azelf/Starmie/Gengar counter, but this gen it counters them and a couple others (still doesn't want to switch into a lot of powerful hits like Specs DM from Latios).


Definitely why I love Spiritomb. So many people assume its going to be defensive and are shocked when I trick a choice band or OHKO with Sucker Punch. Or the few that are afraid of a Will-O-Wisp get nailed with a pursuit. His defensive capabilities and tricks are all over. So many options.


I LOVE Gengar, and I LOVE Dusknoir... but Spiritomb is kind of like that ghost type pokemon people don't think of right away but is such a bad ass in general. And it usually can fit a role you need filled in your team.
 
Spiritomb is a guaranteed trapper to dual-screen espeon if it runs trickband with pursuit, especially in Dream World with Slip Through. Very handy for a stallish team who can phaze away boosters who like to hide behind dual screens.
 
I was looking into a Spiritomb on an alternate team of mine due to good bulk, great typing and abusive movepool. It's one of those pokemon that has enough viable sets that is has the extra benefit of being unpredictable like Tyranitar, and those are the pokemon you hate going up against. The ones where you have to wait and see before you can react accordingly, and it's easy to make a mistake if you guess wrong.

With the amount of Fighting pokemon running around, and the rising amount of Psychic types to oppose them, Spiritomb (and subsequently Sableye) are privileged to be effective counters to both.
 
That choice band set looks extremely viable. Thank you for suggesting it. It never occurred to me just how effective Spiritomb should be in the current metagame. I'm gonna spend all night testing it.

I would really like to find a way to get WoW on it though...somehow I get the feeling that Sucker Punch and Shadow Sneak would be redundant on the same set.
 
Sucker Punch would hit much harder. Course, you're screwed if your opponent decides to set up on you... Give and take. I'd go Sucker Punch.
 
I wasn't impressed. It's just not bulky enough for OU. It's the lack of resists and recovery.

Really sad moment: max atk adamant CB tomb failed to KO Reuniclus with pursuit as it switched out.
 
Considering not even CBTar 1hko's 252/252 bold reuniclus with crunch/pursuit on the switch-out, it's not so bad. You're just expecting too much.
 
I would rarely use Shadow Sneak on the Choice Band set, but it's physical movepool is so shallow that there's not a lot of other options available.

I've been testing hypnosis for that slot and it's been working better than Shadow Sneak. Spiritomb can afford to miss with its good bulk and putting stuff to sleep is always good esp with the new sleep mechanics.
 
A Choiced Attacker who isn't totally screwed over by the monster called ST Shandera? Man, this thing rapes Shandera with both its STABS. It can actually check Reuniclus. Reuniclus. The jellybaby that rips Stall apart with CM and Offense with TR. More love for Spiritomb please, it's not overly frail, has decent offenses and can even Trick its foes a CB/Scarf/lolSpecs!
 
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