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PLDH-MajeSan
02-05-2011, 01:38 AM
http://pldh.net/media/pokemon/gen4/dp_back/442.pnghttp://pldh.net/media/pokemon/gen4/dp/442.pnghttp://pldh.net/media/pokemon/gen4/platinum_action/442.png
SPIRITOMB

SUMMARY

Most Used Set

(1.96% in Wifi and 1.66% in Dream World at time of this writing. although everyone knows that Dream World sucks. For posterity's sake, 6.05% in Wifi UU and 7.06% in DW UU) Spiritomb is hovering around 2% usage, meaning it is by no means a definite UU-bound Pokemon--if anything, it has more application in OU with the Psychic and Fighting Pokemon running all over the place, than in UU. In OU, it is definitely more used for its walling abilities, with Rest, Will-O-Wisp, and Pain Split being its most common moves. Its attacks are almost universally STAB, or HP Fighting, which earns amazing coverage with both its STAB moves. Sleep Talk and Calm Mind are both equally used, although rarely are they used together in a Crotomb-like fashion, as that set has reduced viability this generation.

In UU, it gets a lot more notice for being one of the best Pursuit users in the tier, thanks to its bulk, STAB, and being able to Trick its Choice Bands once it's done with them. Sucker Punch and Shadow Sneak see much more usage as well, to complement Spiritomb's attacking ability with STAB Priorities. It still tends to max HP along with its high Attack, meaning it will likely be able to take your hits, thanks to its lack of weaknesses. Also expect Will-o-Wisp to bolster both its killing power and its physical defending ability.

Regardless of tier, Spiritomb is a tank, through and through. It will always max HP, and generally have either Rest or Will-o-Wisp to make your life miserable as you try to break it down. In OU, expect more special attacks, and possibly Calm Minders. In UU, expect more physical attacks and priority moves.

Types of teams this Pokemon is used in

Spiritomb sees use mainly on stall teams as a spinblocker. It uses its (almost) unique typing to wall threats that most teams would need two Pokemon to handle. It CAN be used in offensive Trick Room, but there are better Pokemon to use for that role than Spiritomb in both tiers, despite its horrid Speed.

In-Depth:

http://pldh.net/media/pokemon/gen4/overworld/front/442.png
Calm Mind @ Leftovers
Bold Nature (+Def, - Atk)
252 HP/252 Def/4 SpAtk

-Calm Mind
-Shadow Ball/Dark Pulse
-HP Fighting/Sleep Talk/Will-o-Wisp
-Pain Split/Rest

Spiritomb is bulky enough in UU to make a pretty good living off of Calm Mind. In OU, it can use a similar set to good effect as well, although it does not have as much time to set up with the blatant increase in power between the two tiers. However, its defensive prowess after a few Calm Minds should not be scoffed at. At just +1, it boasts close to 400 in both Defense and SpDef, which is impressive, even though its paltry 304 HP holds it back from being a truly good wall. With its fearsome typing and just-good-enough movepool to threaten some of the more popular OU Pokemon (such as Latias, Roobushin, and Rankurusu), though, it should not be overlooked for a team slot. Its ability to function as a niche counter for many of those highly-popular threats really helps it to stand out in OU.

Spiritomb's shoddy base HP of 50 means that 252 basically must be invested into HP to allow Spiritomb to effectively wall hits. Since this set boosts your already high SpDef on its own, the best way to promote defense is by maxing your EV investment and giving yourself a +Def nature. These EVs make Spiritomb nigh-invulnerable to OHKOs, although several 2HKOs are not out of the question, especially from choiced Pokemon. Scizor, Salamence, Sazandora, and Metagross are all Pokemon you don't want to be seeing with this Pokemon out, as they will cripple you pretty badly, and your avenues of recovery are limited.

This set gets unresisted coverage if you run Hidden Power Fighting. However, you may want to run Sleep Talk to go with your Rest, instead, or Will-o-Wisp to make setting up that much easier. Each option has its merit based on what you want Spiritomb to do: get the best coverage, set up more easily in a Cro-like fashion, or sweep over time, by Burning your opponent and then increasing your SpDef to unbreakable levels. Pain Split is also an option with Hidden Power Fighting, to abuse Spiritomb's naturally low HP. This will let you set up, recover, and then go to town with your great coverage and (hopefully) many boosts. However, with Pain Split, you lose the ability to shrug off Toxic and Burn, which makes it harder for you to wall, which is something you never want to do. So, only use this if you really want to try for an outright sweep (better in UU, than OU).

Pretty much any choice user will tear into Spiritomb. With 50 base HP and no reliable recovery, you can only take so much abuse. The best way to fight off Spiritomb's powerful counters would be to run appropriate metagame checks for them. Bulky water types that Spiritomb cannot damage much are beaten in general by Nattorei, who can also take choice Dragon moves fairly well. Scizor hates Zapdos, and Zuruzukin (who would love to set up on Spiritomb) cannot stand up to Machamp or Roobushin, who both like Spiritomb's effective ways of countering Fighting types. In OU, you need to run Steel types, but in UU (and in general), Spiritomb's best friends are Fighting types that can benefit from Tomb's ability to counter Ghost and Psychic types like none other.

http://pldh.net/media/pokemon/gen4/overworld/front/442.png
Spirits Band Together@ Choice Band
Adamant Nature (+Atk, - SpAtk)
252 HP/252 Atk/4 SpDef

-Pursuit
-Shadow Sneak/Sucker Punch
-Trick
-Curse

This set is more aimed at using Spiritomb's decent base 92 Attack and STAB moves to inflict heavy damage with a Choice Band. The Pokemon that Spiritomb is most likely to scare away are Ghost and Psychic types. A choice-band, max attack, Pursuit will devastate those Pokemon. Even Rankurusu does not like the results, although it will hardly be OHKO'd.

The EVs are fairly self-explained: max HP to maximize overall bulk. Spiritomb will not be outspeeding anything or going mixed with this set, so the EVs have no other place. The maximum attack possible on Spiritomb powers your STAB Pursuit and priority attacks Trick is present so once your Spiritomb is done with its job, you can then proceed to cripple a wall or set-up attacker with your choice item. Curse is there out of a lack of any other real move to use: Spiritomb gets almost no physical attacks other than those listed which have any merit. Curse wrecks anything that stays in too long, dealing an unavoidable 25% damage per turn (excepting Magic Guard), which stacks up extremely quickly and takes its toll on any target.

This set is rendered basically useless if you don't have a target for Pursuit/Sucker Punch. Tricking a choice item is always useful, and Cursing the opponent is good too, but there are far better Choice Trickers out there, and the next set handles Curse better.

UU Curse@ Leftovers
Careful Nature (+SpDef, - SpAtk)
252 HP/252 SpDef/4 Def

-Rest
-Protect
-Will-o-Wisp
-Curse

This set aims to take advantage of the power of Curse in the most effective manner. Protect, Rest, and Will-o-Wisp all serve to keep you alive while Curse does its deadly work on the opponent. Between Spiritomb's typing and defenses, it works wonders to break down Pokemon that just don't want to switch out, especially stubborn walls trying to avoid Toxic Spikes.

This set works best to support a stall team or bulky offensive mon that has trouble with other stall Pokemon. You ideally don't want to cut your own HP in half to wall an offensive threat, and there's no purpose to supporting a hyper offensive team with a status effect that can be negated by switching out. With healing support and proper hazards, this Pokemon and its set will break down stall like no other.

It works best when supported by Pokemon such as Latias, Dragonite, or Blissey. These Pokemon like to force switches and set up in their own ways, they just have a lot of trouble with certain checks and counters. That's where Spiritomb can come in and support them, by forcing their walls out or droppign their HP too low to wall effectively. A good player will probably switch out unless you motivate them not to, but that's where you have to further your support with entry hazards and U-turners, etc. to keep your momentum good enough for them to not want to switch, even in the face of a Curse. Definitely an advanced tactic, but definitely a useful one.

Other Options

Spiritomb also learns Taunt, Snatch, Torment, Telekinesis, Nasty Plot, Confuse Ray, and Spite.

Taunt and Snatch both work to make your opponent unable to use non-attack moves effectively against you. Snatch will simply steal your foe's moves and use them for your own benefit, which Taunt makes them mostly unable to execute those moves altogether. Taunt and Torment go especially well together, making mono-attack Pokemon struggle on themselves and take massive recoil. Taunt also could be used with Pressure to force some struggles in Pokemon with low-PP attacks, although such PP stalling is generally a gimmick.

Telekinesis could see use in Doubles, or in singles to take advantage of the switches Spiritomb would force, and to cause more switches itself. Spiritomb on its own cannot take advantage of the localized Gravity effect, however, and would have to switch to a teammate who could abuse it, making it not very recommendable.

Spite goes together with Taunt and Torment, although running all these plus a recovery move makes YOU Taunt-bait. Those three moves in tandem with Pressure and Spiritomb's toughness, however, make pressure stalling a frighteningly viable prospect. You'd be surprised at how fast your foes will be reduced to Struggle.

Confuse Ray is a general **** move to make people ragequit if you can kill an opponent with it, other than that, it's not good for much except MAYBE buying turns, but Protect does that better and more reliably. Nasty Plot is likewise not very good. You don't have the SpAtk to abuse it very effectively unless you take EVs out of your defenses, in which case, you're a bad and slow Mismagius that is likely to die in short order once your opponent catches on. It could see use with Destiny Bond, though: Nasty Plot up, hit a foe hard, and then Destiny Bond the would-be revenger in order to force them to switch out and take another hit, or actually kill them if they're stupid. Overall, not recommendable, however.

Usual Counters

Heatran is, as always, devastating for anything which throws out Will-o-Wisp all over the place. The Flash Fire boost makes Tran easily OHKO unboosted (and most boosted) Spiritomb by virtue of sheer power, and Tran's natural bulk is such that it can shrug off even super effective Hidden Power hits without any trouble.

Curse Tyranitar will set up all over you and score an OHKO far before you could with Hidden Power Fighting, even if you're a Calm Minder, although that's not a very common set anymore. Much more and prominent scary is Tyraniboah, which can Sub your WoW instead and start kicking your face in with repeated STAB Dark attacks while you struggle to break the sub. HP Fighting is great for preventing Steels and Tyranitar from stopping your sweep AFTER you've set up Calm Minds, but not so much beforehand. Do not rely on it to break them before they break you.

If you don't Will-o-Wisp the vast majority of physical attackers, they'll destroy you long before you KO them. Scizor, Gyarados, Salamence, Ononokosu, and Zuruzukin are just a few of the threats likely to be able to dodge your WoW through various means and OHKO you with STAB moves before you can tag them with the necessary burn. Speaking of Dragons, STAB boosted Draco Meteors rip through Spiritomb like everything else, so don't use Spiritomb as a Dragon-type counter, unless it's Latias (or maybe Latios if it's not Specs).

Other than that, basically anything Spiritomb doesn't beat, can beat it in the long run, either via hitting harder than it can recover, setting up and sweeping despite its attacks, or just plain ignoring it until it switches. Phazing it into repeated hazards works great, like most grounded Pokemon. Although it sounds scary with no weaknesses, a tanklike base stat spread, and Pain Split/Rest/Calm Mind, it's not as effective in practice.

Opinion

Spiritomb has developed a lot of niches in the course of the Gen 5 transition. Rankurusu, Roobushin, Machamp, and Latias all hate to see Spiritomb in one way or another, and those are some of the most popular OU Pokemon right now. Its usage is more or less dependent on the metagame's fluctuation: it has a pretty well defined range of what it can and can't wall or KO at any given time, and its sets don't have enough variety to stray too far out of that. If the Pokemon it can beat are very popular and powerful at any given time, Spiritomb will be a good team choice. If the metagame does not revolve around Pokemon that Spiritomb can beat, you're much much better off looking at other Pokemon, such as the Rotom Formes or Gengar. Has its uses, but in general, should not be your first choice for any particular team role. Instead, pick it up if you see it fits your team well against specific threats while you are supporting your core choices.

PLDH-MajeSan
02-05-2011, 01:39 AM
Reserved for ****

I am aware that the set is Rotom-W, I copied the format from my last analysis. I am doing more testing on Spiritomb EVs and other possible sets before I move ahead.

MikeDecIsHere
02-05-2011, 06:20 PM
nice job so far maje
a few things though:
-You have Checks/Counters listed twice. I don't know if this was by accident of on purpose, just wanted to let you know.
-As much as I love that Spiritomb Image, please include an actual image of Spiritomb as well. You also need to list it's type, base stats,abilities, and either a list of or a link to Spiritomb's move pool (this is all mainly for newer players)

PLDH-MajeSan
03-07-2011, 02:02 AM
Oh yeah, updated.

SilentDreams
03-08-2011, 06:49 PM
Hi PLDH-MajeSan, I've been working on putting the Gen V analyses into the new format (outlined on the sticky on this board). Since the goal is to get all of the analyses in this section in the same format, I posted an update version of your analysis in the spoiler below. I added abilities and base stats, and moved some things around to better suit the format. Type, and descriptions of the moves listed under Other Options still need to be added, along with credit for your sources of information.

Thanks!

http://pldh.net/media/pokemon/gen4/dp_back/442.pnghttp://pldh.net/media/pokemon/gen4/dp/442.pnghttp://pldh.net/media/pokemon/gen4/platinum_action/442.png
Spiritbomb

Type:

Abilities:
Pressure- When this Pokemon is hit by a move, the opponent's PP lowers by 2 rather than 1.
Infiltrator (Dream World)- Moves such as Barrier and Light Screen have no effect on the Pokemon's moves.

Base Stats:
HP: 50
Attack: 92
Defense: 108
Special Attack: 92
Special Defense: 108
Speed: 35

Overview

(1.96% in Wifi and 1.66% in Dream World at time of this writing. although everyone knows that Dream World sucks. For posterity's sake, 6.05% in Wifi UU and 7.06% in DW UU) Spiritomb is hovering around 2% usage, meaning it is by no means a definite UU-bound Pokemon--if anything, it has more application in OU with the Psychic and Fighting Pokemon running all over the place, than in UU. In OU, it is definitely more used for its walling abilities, with Rest, Will-O-Wisp, and Pain Split being its most common moves. Its attacks are almost universally STAB, or HP Fighting, which earns amazing coverage with both its STAB moves. Sleep Talk and Calm Mind are both equally used, although rarely are they used together in a Crotomb-like fashion, as that set has reduced viability this generation.

In UU, it gets a lot more notice for being one of the best Pursuit users in the tier, thanks to its bulk, STAB, and being able to Trick its Choice Bands once it's done with them. Sucker Punch and Shadow Sneak see much more usage as well, to complement Spiritomb's attacking ability with STAB Priorities. It still tends to max HP along with its high Attack, meaning it will likely be able to take your hits, thanks to its lack of weaknesses. Also expect Will-o-Wisp to bolster both its killing power and its physical defending ability.

Regardless of tier, Spiritomb is a tank, through and through. It will always max HP, and generally have either Rest or Will-o-Wisp to make your life miserable as you try to break it down. In OU, expect more special attacks, and possibly Calm Minders. In UU, expect more physical attacks and priority moves.
~~~~~~~~~~~~~~~~~~~~
In Depth/Move Sets

http://pldh.net/media/pokemon/gen4/overworld/front/442.png
Calm Mind @ Leftovers
Bold Nature (+Def, - Atk)
252 HP/252 Def/4 SpAtk

Calm Mind
Shadow Ball/Dark Pulse
Hidden Power Fighting/Sleep Talk/Will-o-Wisp
Pain Split/Rest


Set Comments

Spiritomb is bulky enough in UU to make a pretty good living off of Calm Mind. In OU, it can use a similar set to good effect as well, although it does not have as much time to set up with the blatant increase in power between the two tiers. However, its defensive prowess after a few Calm Minds should not be scoffed at. At just +1, it boasts close to 400 in both Defense and SpDef, which is impressive, even though its paltry 304 HP holds it back from being a truly good wall. With its fearsome typing and just-good-enough movepool to threaten some of the more popular OU Pokemon (such as Latias, Roobushin, and Rankurusu), though, it should not be overlooked for a team slot. Its ability to function as a niche counter for many of those highly-popular threats really helps it to stand out in OU.

Spiritomb's shoddy base HP of 50 means that 252 basically must be invested into HP to allow Spiritomb to effectively wall hits. Since this set boosts your already high SpDef on its own, the best way to promote defense is by maxing your EV investment and giving yourself a +Def nature. These EVs make Spiritomb nigh-invulnerable to OHKOs, although several 2HKOs are not out of the question, especially from choiced Pokemon. Scizor, Salamence, Sazandora, and Metagross are all Pokemon you don't want to be seeing with this Pokemon out, as they will cripple you pretty badly, and your avenues of recovery are limited.

This set gets unresisted coverage if you run Hidden Power Fighting. However, you may want to run Sleep Talk to go with your Rest, instead, or Will-o-Wisp to make setting up that much easier. Each option has its merit based on what you want Spiritomb to do: get the best coverage, set up more easily in a Cro-like fashion, or sweep over time, by Burning your opponent and then increasing your SpDef to unbreakable levels. Pain Split is also an option with Hidden Power Fighting, to abuse Spiritomb's naturally low HP. This will let you set up, recover, and then go to town with your great coverage and (hopefully) many boosts. However, with Pain Split, you lose the ability to shrug off Toxic and Burn, which makes it harder for you to wall, which is something you never want to do. So, only use this if you really want to try for an outright sweep (better in UU, than OU).

Pretty much any choice user will tear into Spiritomb. With 50 base HP and no reliable recovery, you can only take so much abuse. The best way to fight off Spiritomb's powerful counters would be to run appropriate metagame checks for them. Bulky water types that Spiritomb cannot damage much are beaten in general by Nattorei, who can also take choice Dragon moves fairly well. Scizor hates Zapdos, and Zuruzukin (who would love to set up on Spiritomb) cannot stand up to Machamp or Roobushin, who both like Spiritomb's effective ways of countering Fighting types. In OU, you need to run Steel types, but in UU (and in general), Spiritomb's best friends are Fighting types that can benefit from Tomb's ability to counter Ghost and Psychic types like none other.

http://pldh.net/media/pokemon/gen4/overworld/front/442.png
Spirits Band Together@ Choice Band
Adamant Nature (+Atk, - SpAtk)
252 HP/252 Atk/4 SpDef

Pursuit
Shadow Sneak/Sucker Punch
Trick
Curse


Set Comments

This set is more aimed at using Spiritomb's decent base 92 Attack and STAB moves to inflict heavy damage with a Choice Band. The Pokemon that Spiritomb is most likely to scare away are Ghost and Psychic types. A choice-band, max attack, Pursuit will devastate those Pokemon. Even Rankurusu does not like the results, although it will hardly be OHKO'd.

The EVs are fairly self-explained: max HP to maximize overall bulk. Spiritomb will not be outspeeding anything or going mixed with this set, so the EVs have no other place. The maximum attack possible on Spiritomb powers your STAB Pursuit and priority attacks Trick is present so once your Spiritomb is done with its job, you can then proceed to cripple a wall or set-up attacker with your choice item. Curse is there out of a lack of any other real move to use: Spiritomb gets almost no physical attacks other than those listed which have any merit. Curse wrecks anything that stays in too long, dealing an unavoidable 25% damage per turn (excepting Magic Guard), which stacks up extremely quickly and takes its toll on any target.

Additional Comments

This set is rendered basically useless if you don't have a target for Pursuit/Sucker Punch. Tricking a choice item is always useful, and Cursing the opponent is good too, but there are far better Choice Trickers out there, and the next set handles Curse better.

http://pldh.net/media/pokemon/gen4/overworld/front/442.png
UU Curse @ Leftovers
Careful Nature (+SpDef, - SpAtk)
252 HP/252 SpDef/4 Def

Rest
Protect
Will-o-Wisp
Curse


Set Comments

This set aims to take advantage of the power of Curse in the most effective manner. Protect, Rest, and Will-o-Wisp all serve to keep you alive while Curse does its deadly work on the opponent. Between Spiritomb's typing and defenses, it works wonders to break down Pokemon that just don't want to switch out, especially stubborn walls trying to avoid Toxic Spikes.

This set works best to support a stall team or bulky offensive mon that has trouble with other stall Pokemon. You ideally don't want to cut your own HP in half to wall an offensive threat, and there's no purpose to supporting a hyper offensive team with a status effect that can be negated by switching out. With healing support and proper hazards, this Pokemon and its set will break down stall like no other.

It works best when supported by Pokemon such as Latias, Dragonite, or Blissey. These Pokemon like to force switches and set up in their own ways, they just have a lot of trouble with certain checks and counters. That's where Spiritomb can come in and support them, by forcing their walls out or droppign their HP too low to wall effectively. A good player will probably switch out unless you motivate them not to, but that's where you have to further your support with entry hazards and U-turners, etc. to keep your momentum good enough for them to not want to switch, even in the face of a Curse. Definitely an advanced tactic, but definitely a useful one.
~~~~~~~~~~~~~~~~~~~~
Other Options

Spiritomb also learns Taunt, Snatch, Torment, Telekinesis, Nasty Plot, Confuse Ray, and Spite.

Snatch- Will steal your foe's moves and use them for your own benefit
Taunt- Makes your opponent mostly unable to execute non-attack moves altogether.
Torment-
Snatch-
Telekinesis-
Nasty Plot-
Confuse Ray-
Spite-

Taunt and Snatch both work to make your opponent unable to use non-attack moves effectively against you.

Taunt and Torment go especially well together, making mono-attack Pokemon struggle on themselves and take massive recoil. Taunt also could be used with Pressure to force some struggles in Pokemon with low-PP attacks, although such PP stalling is generally a gimmick.

Telekinesis could see use in Doubles, or in singles to take advantage of the switches Spiritomb would force, and to cause more switches itself. Spiritomb on its own cannot take advantage of the localized Gravity effect, however, and would have to switch to a teammate who could abuse it, making it not very recommendable.

Spite goes together with Taunt and Torment, although running all these plus a recovery move makes YOU Taunt-bait. Those three moves in tandem with Pressure and Spiritomb's toughness, however, make pressure stalling a frighteningly viable prospect. You'd be surprised at how fast your foes will be reduced to Struggle.

Confuse Ray is a general **** move to make people ragequit if you can kill an opponent with it, other than that, it's not good for much except MAYBE buying turns, but Protect does that better and more reliably. Nasty Plot is likewise not very good. You don't have the SpAtk to abuse it very effectively unless you take EVs out of your defenses, in which case, you're a bad and slow Mismagius that is likely to die in short order once your opponent catches on. It could see use with Destiny Bond, though: Nasty Plot up, hit a foe hard, and then Destiny Bond the would-be revenger in order to force them to switch out and take another hit, or actually kill them if they're stupid. Overall, not recommendable, however.


Teammates

Spiritomb sees use mainly on stall teams as a spinblocker. It uses its (almost) unique typing to wall threats that most teams would need two Pokemon to handle. It CAN be used in offensive Trick Room, but there are better Pokemon to use for that role than Spiritomb in both tiers, despite its horrid Speed.

Counters

Heatran is, as always, devastating for anything which throws out Will-o-Wisp all over the place. The Flash Fire boost makes Tran easily OHKO unboosted (and most boosted) Spiritomb by virtue of sheer power, and Tran's natural bulk is such that it can shrug off even super effective Hidden Power hits without any trouble.

Curse Tyranitar will set up all over you and score an OHKO far before you could with Hidden Power Fighting, even if you're a Calm Minder, although that's not a very common set anymore. Much more and prominent scary is Tyraniboah, which can Sub your WoW instead and start kicking your face in with repeated STAB Dark attacks while you struggle to break the sub. HP Fighting is great for preventing Steels and Tyranitar from stopping your sweep AFTER you've set up Calm Minds, but not so much beforehand. Do not rely on it to break them before they break you.

If you don't Will-o-Wisp the vast majority of physical attackers, they'll destroy you long before you KO them. Scizor, Gyarados, Salamence, Ononokosu, and Zuruzukin are just a few of the threats likely to be able to dodge your WoW through various means and OHKO you with STAB moves before you can tag them with the necessary burn. Speaking of Dragons, STAB boosted Draco Meteors rip through Spiritomb like everything else, so don't use Spiritomb as a Dragon-type counter, unless it's Latias (or maybe Latios if it's not Specs).

Other than that, basically anything Spiritomb doesn't beat, can beat it in the long run, either via hitting harder than it can recover, setting up and sweeping despite its attacks, or just plain ignoring it until it switches. Phazing it into repeated hazards works great, like most grounded Pokemon. Although it sounds scary with no weaknesses, a tanklike base stat spread, and Pain Split/Rest/Calm Mind, it's not as effective in practice.

Opinion

Spiritomb has developed a lot of niches in the course of the Gen 5 transition. Rankurusu, Roobushin, Machamp, and Latias all hate to see Spiritomb in one way or another, and those are some of the most popular OU Pokemon right now. Its usage is more or less dependent on the metagame's fluctuation: it has a pretty well defined range of what it can and can't wall or KO at any given time, and its sets don't have enough variety to stray too far out of that. If the Pokemon it can beat are very popular and powerful at any given time, Spiritomb will be a good team choice. If the metagame does not revolve around Pokemon that Spiritomb can beat, you're much much better off looking at other Pokemon, such as the Rotom Formes or Gengar. Has its uses, but in general, should not be your first choice for any particular team role. Instead, pick it up if you see it fits your team well against specific threats while you are supporting your core choices.

Credit goes to Serebii for abilities and base stats

Eternal
03-09-2011, 02:30 AM
Here's another Spiritomb set that I use. This is perhaps the best counter to any Reuniclus set.

Spiritomb (M) @ Leftovers
Trait: Pressure
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature (+SDef, -SAtk)
- Pursuit
- Shadow Sneak
- Will-O-Wisp
- Pain Split