Spiritomb 2/3 written

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Disjunction

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[OVERVIEW]

Spiritomb has a great typing coupled to a correct bulk, making it a decent switch-in to most Psychic-, Ghost-, and Fighting-types in the tier. The overpresence of Xatu in the tier makes it a usable Pursuit trapper. It has access to some good moves, such as a priority in Sucker Punch, Will-O-Wisp, Toxic, Taunt, and Calm Mind. Unfortunaly, it has a lackluster HP stat and hasn't access to a reliable recovery move outside of Rest. The presence of Whimsicott and Mega Audino in many teams also doesnt help Spiritomb to shine. It lacks reliable attacks outside from its Dark-type STABs, making it easy to take advantage from.

[SET]
name: Mono-Attacker
move 1: Calm Mind
move 2: Dark Pulse
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Infiltrator
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

Calm Mind is Spiritomb's setup move. Dark Pulse is a reliable STAB move that appreciates the Calm Mind boosts and gives a good coverage. Rest provides recovery for Spiritomb that, combined with its ability, bulk, and Leftovers, makes it easy to set up. Sleep Talk makes Spiritomb able to use a move while asleep.

Set Details
========

Maximum HP and Defense investment with a Bold nature maximizes Spiritomb's physical bulk to set up on threats such as Steelix and Hitmonlee. Leftovers gives it passive recovery. Infiltrator is prefered over Pressure, as it allow Spiritomb to hit through Substitutes. Pressure can be used to stall out a foe's PP.

Usage Tips
========

Use this as a bulky wincon and a check to threats such as Malamar, Hitmonlee, and Xatu. Spiritomb can set up freely on threats such as Steelix lacking Roar, Golbat lacking Taunt, Slowbro, Seismitoad, Xatu, and Vaporeon. Make sure to beat Dark-types and Physical Wallbreakers before starting to set up, as they can stop boosted Spiritomb without any effort. After a Calm Mind boost, Spiritomb is able to tank special wallbreakers such as Choice Scarf Vanilluxe, Rotom-C, and Delphox and threaten anything that don't resist Dark Pulse, after two boost it can setup freely on Whimsicott lacking Choice Specs, Encore or Life Orb. Be careful of Trick and Switcheroo users such as Rotom-C, Whimsicott, and Delphox, as they can pass their Choice item to Spiritomb to make it nearly useless.

Team Options
========

Fairy-types are an issue for Spiritomb, Pokemon such as Steelix, Delphox and Garbordor can check them decently and also gives hazard support or offensive pressure against Fighting-types. Emboar and Vizirion checks are absolutely needed for this set to work well, Seismitoad, Whimsicott, and Druddigon are two solid checks that fits well with Spiritomb. Choice Scarf users such as Hitmonlee and Delphox can also threaten those two. Toxic Spikes users such as Garbordor and Qwilfish makes Spiritomb more threatening, as it forces switchs and is able to stall out a poison afflicted foe.

[SET]
name: Pursuit Trapper
move 1: Pursuit
move 2: Sucker Punch
move 3: Will-O-Wisp
move 4: Foul Play / Toxic
item: Black Glasses / Leftovers
ability: Infiltrator
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe

[SET COMMENTS]
Moves
========

Pursuit provides important utility in trapping opposing Psychic- or Ghost-type such as Xatu, Delphox, and Mismagius. Sucker Punch slightly makes up for Spiritomb's middling Speed, and causes mind games with Pursuit. Will-O-Wisp is a solid move for spreading burns onto physical attackers or offering some chip damage against Steel- and Poison-types. Foul Play provides Spiritomb with the most consistent damage when confronting physical attackers, and is far more damaging against Fighting-types than Shadow Sneak is. Toxic allows Spiritomb to whittle down Pokemon that would otherwise take little damage from Spiritomb's moves, such as Whimsicott, Houndoom, and Emboar, as well as pose a threat to bulkier Pokemon such as Mega Audino, Slowbro, Vaporeon, and Cryogonal.

Set Details
========

44 EVs in Speed allow Spiritomb to outspeed Rhydon without Speed investement, 212 EVs in HP boost its bulk and 252 EVs in Attack with an Adamant nature maximize its offensive ability. Black Glasses boosts its Dark-type moves. Leftovers gives it passive recovery. Infiltrator is prefered over Pressure, as it allow Spiritomb to hit through Braviary's and Mismagius' Substitute.

Usage Tips
========

Bring Spiritomb into Psychic- and Ghost-types with U-Turn or doubles, click Pursuit most of time against them. Spiritomb can also pivot into Fighting-types such as Hitmonlee, Toxicroak, and Virizion. Spiritomb can revenge kill weakened threats such as Delphox, Mismagius, and Sigilyph, pr trap them with Pursuit if they want to switch out. Avoid facing defensive threats, as they can support their team without minding Spiritomb most of the time, or cripple Spiritomb with status ailments. Be cautious about using Will-O-Wisp if your opponent has a Houndoom in his team.

Team Options
========

Fairy-type checks such as Steelix and Garbordor patch up Spiritomb's weakness, they also appreciates Spiritomb's ability to be a decent check to Xatu. Emboar and Vizirion are decent checks to Houndoom, and also appreciate Spiritomb's ability to trap Psychic-types. Fighting-types in general appreciates Spiritomb's trapping ability, and can, in return, be a decent wincon against bulky teams, which Spiritomb can't do much against. Mega Audino can heal Spiritomb with Wish and Heal Bell. Grounded Poison-types, such as Qwilfish, Garbordor, and Vileplume can absorb Toxic Spikes while giving proper utility, Qwilfish set hazard and give a fast Taunt user, Garbordor can also set hazard, and Vileplume checks most of Grass-types in the tier, including Sceptile, Whimsicott, and Rotom-C, it also appreciates Spiritomb's ability to trap Psychic- and Ghost-types.

[STRATEGY COMMENTS]
Other Options
=============

Taunt can stop slower Pokemon such as Slowbro from setup and force mindgames with Sucker Punch and Pursuit, but it is not recommanded since Spiritomb is too slow to use it effectively. Will-O-Wisp on the mono-attacker can help to set up on Physical attackers by halving their Attack stat. Chesto Berry + Rest can also be used. Snarl can also be used over Dark Pulse on the Calm Mind set to ease set up against Special Attackers. Darkium Z could be also used to avoid Trick and minimize Knock Off damage on Calm Mind set while also being a good one-time nuke.

Checks and Counters
===================

**Fire-types**: Houndoom is a big threat to Spiritomb, as it resists its Dark-type attacks, gains a Flash Fire boost from Will-O-Wisp, and sets up on Spiritomb freely. Emboar and Incineroar also resist its Dark STAB and don't mind Will-O-Wisp, and can do huge damage to Spiritomb with Flare Blitz. Charizard and Turtonator can overwhelm Spiritomb with their powerful attacks, and Calm Mind Delphox sometimes beat Calm Mind Spiritomb in a one-on-one situation.

**Fairy-types**: Whimsicott, Mega Audino, Aromatisse, and Granbull can all threaten Spiritomb with their STAB attacks and don't mind Spiritomb's attacks, while Calm Mind Spiritomb can PP Stall both non-Choice Specs / Life Orb Whimsicott, non-Calm Mind Audino and Aromatisse with Pressure.

**Special Wallbreakers**: Vikavolt, Rotom-C, Choice Specs Vanilluxe, and Choice Specs Guzzlord threaten Spiritomb with their powerfull special attacks, but still have to be wary from Sucker Punch's damage.
 
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Punchshroom

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[OVERVIEW]* It lacks Ghost-type attacks outside from Shadow Sneak, which limits its movepool to Drak-type coverage.
You should also mention that Spiritomb doesn't have much of an attacking movepool in general, being largely reliant on its STAB moves which can make it easy to take advantage of.

QC decided that this is a more ideal moveset for Pursuit Spiritomb:

name: Pursuit Trapper
move 1: Pursuit
move 2: Sucker Punch
move 3: Will-O-Wisp
move 4: Foul Play / Toxic
item: Black Glasses / Leftovers
ability: Infiltrator
nature: Adamant
evs: 212 HP / 252 Atk / 44 Spe
[SET COMMENTS]
Moves
========
* Pursuit provides important utility in trapping opposing Psychic- or Ghost-type such as Meloetta, Xatu, Delphox, and Mismagius.
* Sucker Punch slightly makes up for Spiritomb's middling Speed, and causes mind games with Pursuit.
* Shadow Sneak is Spiritomb's Ghost-type STAB move and hits Fighting-types for neutral damage.
* Will-O-Wisp is a solid move for spreading burns onto physical attackers or offering some chip damage against other Pokemon.
Obviously, your move order and description should change accordingly.
- Foul Play provides Spiritomb with the most consistent damage when confronting physical attackers, and is far more damaging against Fighting-types than Shadow Sneak is.
- Toxic allows Spiritomb to whittle down Pokemon that would otherwise take little damage from Spiritomb's moves, such as Whimsicott, Houndoom, and Emboar, as well as pose a threat to bulkier Pokemon such as Incineroar, Slowbro, Vaporeon, and Cryogonal.

Usage Tips
========
* Avoid Knock Off and status ailments, as it cripples Spiritomb severly.
Spiritomb doesn't mind Knock Off that much, but it does mind any defensive Pokemon the opponent might have as Spiritomb can't really stop them from supporting their team or, as you've already mentioned, cripple it with status.

Team Options
========
* Emboar and Vizirion are decent check to Houndoom, and also appreciate Spiritomb's ability to trap Psychic-types.
* Grounded Poison-types, such as Qwilfish, Garbordor, and Vileplume can absorb Toxic Spikes while giving proper utility, Qwilfish set hazard and give a fast Taunt user, Garbordor can also set hazard, and Vileplume is blanket check to most Special Attackers in the tier.
Fighting-types in general appreciate Spiritomb's Pursuit support and safeguard against Psychic-types. The likes of Hitmonlee, Toxicroak, and Machamp can in turn pressure defensive teams which Spiritomb can struggle to contribute much against.
- Vileplume actually loses to more special attackers in the tier than it checks, so this should be corrected. It protects Spiritomb against powerful attacks from the likes of Sceptile, Whimsicott, and Rotom-C, while providing potential Aromatherapy support. Again, you can mention Spiritomb's trapping utility against Ghost- and Psychic-types benefitting them in return.

[STRATEGY COMMENTS]
Other Options
=============
* Taunt can stop slower Pokemon such as Slowbro from setup and force mindgames with Sucker Punch and Pursuit.
* Calm Mind with Rest and Sleep Talk and Dark Pulse and the ability Pressure can makes Spiritomb a decent setup sweeper. Will-O-Wisp can be used over Calm Mind or Sleep Talk.
- List the drawbacks of Taunt, namely that Spiritomb is too slow to use it to good effect.
- This is the biggest change; Calm Mind RestTalk Spiritomb should get a set, and before Pursuit Spiritomb for that matter. CroTomb acts as a much better Machamp check and acts as a decent bulky wincon, and it is in a better position than Pursuit Spiritomb in the current state of the meta.

Checks and Counters
===================
**Houndoom and Emboar**: Houndoom is a big threat to Spiritomb, as it resists its Dark-type attacks, gains a Flash Fire boost from Will-O-Wisp, and sets up on Spiritomb freely. Emboar also resists its Dark STAB and doesn't mind Will-O-Wisp, and can do huge damage to Spiritomb with Falre Blitz.

**Fairy-types**: Whimsicott, Aromatisse, and Granbull can all threaten Spiritomb with their STAB attacks and don't mind Spiritomb's attacks, althrough Granbull doesn't like being burn'd.

**Special Wallbreakers**: Sceptile, Rotom-C, and Aurorus threaten Spiritomb with their powerfull special attacks, but still have to be wary from Sucker Punch's damage.
- You could rename Houndoom and Emboar to just **Fire-types**; Incineroar manhandles Pursuit Tomb for the most part, Solar Power Charizard's raw power poses a large threat to both variants of Spiritomb, while Turtonator threatens with Shell Smash. Obviously, you want to be explicit about Delphox's poor matchup against Spiritomb in general, though even Calm Mind Firium Z Delphox has the potential to overwhelm Calm Mind Spiritomb in a one-on-one match.
- Aromatisse and Granbull have access to Heal Bell, meaning they really don't mind Spiritomb's attacks at all. However, mention that Aromatisse and non-Choice Specs Whimisicott run the risk of being stalled out by Pressure from Calm Mind Spiritomb.
- Aurorus isn't the best example as it's not commonly played as a wallbreaker; replace with Vanilluxe, and add Samurott in there while you're at it.

Honestly the C&C section could see a revamp with CM being made a set, but I'll give this a QC 1/3 after you implement these in the meanwhile, and QC can discuss things further from there.
 

Blast

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add CM RestTalk please, it's good and arguably even better than the physical set. QC will probably discuss set order later but it should 100% be on the analysis

[SET]
name: Mono-Attacker
move 1: Calm Mind
move 2: Dark Pulse
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Infiltrator
nature: Bold
evs: 252 HP / 252 Def / 4 SpD
 
theres 1 mention of Meloetta still. Either change to a different sub Pokemon or mention that it ignores aurora veil (though that might be banned soon)

2/3 though otherwise this is good
 
This mon is bad, let's get it out of the way
Maximum HP and Defense investment with a Bold nature maximizes Spiritomb's physical bulk to set up on threats such as Steelix and Machamp. Leftovers gives it passive recovery. Infiltrator is prefered over Pressure, as it allow Spiritomb to hit through Substitutes. Pressure can be used to stall out a foe's PP.
Use this as a bulky wincon and a check to threats such as Machamp, Hitmonlee, and Xatu. Spiritomb can set up freely on threats such as Steelix lacking Roar, Golbat lacking Taunt, Slowbro, Choice Scarf Drapion,
Bring Spiritomb into Psychic- and Ghost-types with U-Turn or doubles, click Pursuit most of time against them. Spiritomb can also pivot into Fighting-types such as Hitmonlee, Machamp, and Virizion.
Remove Machamp and Drapion.
Remove Aurora Veil in set details.

In the overview, mention that it struggles to shine because of how common fairy mons are in the tier, mainly Whimsicott and Mega Audino.
"The overpresence of the Psychic-types in the tier increase its viability," this isn't very true anymore, without meloetta psychic types aren't /that/ present, and id rather use sneasel/raticate alola for pursuit trapping so spiritomb isnt one of the best pursuit trappers imo, you could reword that part.

In usage tips, you mention fairium z whims which kinda sucks and LO has been more common so replace twinkle tackle by life orb.

Try updating the analysis. There have been several metagame changes since the last time you got a check so work on it please, tag me when you implement this and make it fresher so that I can give 3/3
 

etern

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Calm Mind:
  • Slash Darkinium-Z before Leftovers, it gives you a one time nuke to bust through things like Houndoom, Whimsicott, Piloswine, and Rhydon while also mitigating Knock Off damage and preventing you from being crippled by Trick / Switcheroo.
  • The ability should be Pressure, you can make a small mention of Infiltrator in Set Details though.
  • Remove Mentions of Seismitoad, Emboar, Rotom-C, give more relevant examples like Venusaur, Heliolisk etc.
  • Talk about how Special Wallbreakers can power through CroTomb before it gets the chance to set up Calm Mind's.
  • The overview is way too focused on the Pursuit Trap set, put more emphasis on the Calm Mind set, talk about how it's an effect wincon that can give balanced teams nightmares, note that it beats a lot of Pokemon that are often problematic for balance, such as Medicham / Malamar / Type:Null / Slowbro / Vaporeon etc. Talk about the benefits of it's Ghost / Dark-typing; i.e Dark-type immune to Fighting-type moves.
3/3 after that.
 
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