With some of the most powerful and prominent pokemon in the tier being extremely vulnerable to various types of entry hazards, many matches in UU are decided by the battle between the spinner and the ghost. Pokemon like Kyurem and Victini are much easier to deal with when they lose 25% or more of their health on the switch-in. Spikes are also playing a key role in this metagame, with dangerous spikers like Froslass, Deoxys-D, and Roserade in the tier, and Toxic Spikes are fairly common as well. All of these factors have made Rapid Spin users, particularly Donphan and Hitmontop, extremely common. Ghost-types are needed on many teams to ensure that precious hazards are not spun away. Luckily, there are a number of viable ghosts in UU, but each one has unique pros and cons, and no one ghost can perfectly spinblock. Here is a quick list of viable Ghost-types and the set that makes it unique compared to other Ghost-types in the tier. Note that I haven't used all the ghosts that I'm about to list, so feel free to hype up a set that I havent listed or I dont sound thrilled about.
Cofagrigus @ Leftovers
Trait: Mummy
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature (+Def, -Atk)
- Shadow Ball
- Will-O-Wisp
- Haze
- Rest / Protect
Cofagrigus faces stiff competition from Dusclops for the role of bulky ghost. Dusclops has better bulk on the physical and special sides, as well as the valuable Sleep Talk. However, Cofagrigus has access to Haze, providing a win condition for full stall teams. With Suicune and Snorlax in UU, win conditions are more important than ever, making Cofagrigus a decent choice for full stall. Cofagrigus can also go on the offensive with Calm Mind and Nasty Plot. All of these sets are generally done better by Celebi, who has Natural Cure, Perish Song, and better bulk, and better attacking stats to work with, but Celebi can't spinblock. When adding Cofagrigus to your team, deeply consider the possibility that another pokemon could outperform Cofagrigus at the same job.
Dusclops @ Evolite
Trait: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature (+Def, -SpA)
- Rest
- Sleep Talk / Rain Dance
- Night Shade
- Will-O-Wisp
The bulkiest ghost available, Dusclops can threaten Donphan and Hitmontop with a burn, but is set-up fodder for many pokemon and generally wont be able to do much in a typical game. Regardless, Dusclops is extremely hard to break, and with pressure can stall out some powerful attackers. Rain Dance is a viable surprise option because Dusknoir is often bulky enough to take on chlorophyll sweepers and change the weather if Vulpix is dead.
Froslass @ Leftovers
Trait: Snow Cloak
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Spikes
- Ice Beam
- Taunt
- Thunder Wave / Shadow Ball / Destiny Bond / Pain Split
Nearly every Froslass is different these days, the above set is just what I would use if I ever get around to using Froslass. Froslass gets very easy spikes this gen, especially with hail as common as it is. It's a good choice for an offensive team looking for a "suicide" spiker, but you generally cant rely on it actually spinblocking when you need it.
Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature (+Atk, -SpA)
- Substitute
- Focus Punch
- Shadow Punch
- Earthquake / Stone Edge
Golurk is an offensive beast, almost always getting a kill when it comes in. It can even check some prominent pokemon such as Heracross and Chansey. Unfortunately, its not great at blocking rapid spin; Donphan can speed creep and beat you one-on-one, hitmontop can use foresight and sponge your attacks with good physical bulk, and Golurk cant switch in to some uncommon spinners such as Blastoise. Despite these shortcomings, Golurk is definitely not a pokemon to avoid.
Mismagius @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Substitute
- Nasty Plot
- Shadow Ball
- Hidden Power Fighting / Thunderbolt
An immunity to ground makes this an excellent switch into Donphan, though weak physical defense means Mismagius needs to be wary of a Stone Edge or Head Smash. This set also takes advantage of foresight Hitmontop, as every turn that Hitmontop takes to spin hazards is another turn that Mismagius uses to set up for a sweep. Another effective set is Taunt / Will-O-Wisp / Shadow Ball / Pain Split, but Mew generally does it better aside from the ability to spinblock. Both sets break stall extremely well.
Spiritomb @ Choice Band
Trait: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature (+Atk, -SpA)
- Sucker Punch
- Pursuit
- Shadow Sneak
- Trick
I really hate Spiritomb and can never get it to do anything worthwhile but I guess this set has some merits so I'll include it. It can't block spin against Hitmontop, Donphan, or any other spinners really except maybe Claydol. On the plus side, it pursuits other ghosts and Espeon reliably, so it does help in the hazard war in some ways. There are other sets that Spiritomb can run such as Mixed and RestTalk, but I've found those to be ineffective as well.
Anyway, how do you block spin? How do you beat spinblockers? What do you spin with? Are maintaining entry hazards worth filling a pokemon slot with an otherwise inferior pokemon? Share your thoughts!
Cofagrigus @ Leftovers
Trait: Mummy
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature (+Def, -Atk)
- Shadow Ball
- Will-O-Wisp
- Haze
- Rest / Protect
Cofagrigus faces stiff competition from Dusclops for the role of bulky ghost. Dusclops has better bulk on the physical and special sides, as well as the valuable Sleep Talk. However, Cofagrigus has access to Haze, providing a win condition for full stall teams. With Suicune and Snorlax in UU, win conditions are more important than ever, making Cofagrigus a decent choice for full stall. Cofagrigus can also go on the offensive with Calm Mind and Nasty Plot. All of these sets are generally done better by Celebi, who has Natural Cure, Perish Song, and better bulk, and better attacking stats to work with, but Celebi can't spinblock. When adding Cofagrigus to your team, deeply consider the possibility that another pokemon could outperform Cofagrigus at the same job.
Dusclops @ Evolite
Trait: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature (+Def, -SpA)
- Rest
- Sleep Talk / Rain Dance
- Night Shade
- Will-O-Wisp
The bulkiest ghost available, Dusclops can threaten Donphan and Hitmontop with a burn, but is set-up fodder for many pokemon and generally wont be able to do much in a typical game. Regardless, Dusclops is extremely hard to break, and with pressure can stall out some powerful attackers. Rain Dance is a viable surprise option because Dusknoir is often bulky enough to take on chlorophyll sweepers and change the weather if Vulpix is dead.
Froslass @ Leftovers
Trait: Snow Cloak
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Spikes
- Ice Beam
- Taunt
- Thunder Wave / Shadow Ball / Destiny Bond / Pain Split
Nearly every Froslass is different these days, the above set is just what I would use if I ever get around to using Froslass. Froslass gets very easy spikes this gen, especially with hail as common as it is. It's a good choice for an offensive team looking for a "suicide" spiker, but you generally cant rely on it actually spinblocking when you need it.
Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature (+Atk, -SpA)
- Substitute
- Focus Punch
- Shadow Punch
- Earthquake / Stone Edge
Golurk is an offensive beast, almost always getting a kill when it comes in. It can even check some prominent pokemon such as Heracross and Chansey. Unfortunately, its not great at blocking rapid spin; Donphan can speed creep and beat you one-on-one, hitmontop can use foresight and sponge your attacks with good physical bulk, and Golurk cant switch in to some uncommon spinners such as Blastoise. Despite these shortcomings, Golurk is definitely not a pokemon to avoid.
Mismagius @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Substitute
- Nasty Plot
- Shadow Ball
- Hidden Power Fighting / Thunderbolt
An immunity to ground makes this an excellent switch into Donphan, though weak physical defense means Mismagius needs to be wary of a Stone Edge or Head Smash. This set also takes advantage of foresight Hitmontop, as every turn that Hitmontop takes to spin hazards is another turn that Mismagius uses to set up for a sweep. Another effective set is Taunt / Will-O-Wisp / Shadow Ball / Pain Split, but Mew generally does it better aside from the ability to spinblock. Both sets break stall extremely well.
Spiritomb @ Choice Band
Trait: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature (+Atk, -SpA)
- Sucker Punch
- Pursuit
- Shadow Sneak
- Trick
I really hate Spiritomb and can never get it to do anything worthwhile but I guess this set has some merits so I'll include it. It can't block spin against Hitmontop, Donphan, or any other spinners really except maybe Claydol. On the plus side, it pursuits other ghosts and Espeon reliably, so it does help in the hazard war in some ways. There are other sets that Spiritomb can run such as Mixed and RestTalk, but I've found those to be ineffective as well.
Anyway, how do you block spin? How do you beat spinblockers? What do you spin with? Are maintaining entry hazards worth filling a pokemon slot with an otherwise inferior pokemon? Share your thoughts!