Competitive Information for Spiritomb [Diamond/Pearl]

Competitive Pokemon Diamond/Pearl Movesets and Strategies for Spiritomb spiritomb
Base Stats for Spiritomb

Ghost / Dark

Abilities:
PressurePressure: If this Pokemon is the target of a move, that move loses one additional PP.


Evolutions / Family:
Spiritomb

Weakness Chart for Ghost/Dark-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
  
  
  
  
0x
  
  
  
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
0x
0.5x
0x
  
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for SpiritombVisit Serebii's Pokedex for location, breeding, and other game details about SpiritombVisit Bulbapedia for more information about SpiritombVisit Pikalytics for competitive usage stats on Spiritomb

Movesets for Singles


What is a good competitive moveset for Spiritomb? These builds have been optimized for Pokemon competing in Diamond/Pearl Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Diamond/Pearl generation metagame.


Common team mates for Spiritomb in Pokemon Diamond/Pearl:

GyaradosMagnezoneFlygonRegirockRegisteelNidoqueenAbomasnowClefableWalreinBlisseyRoseradeVaporeon


Spiritomb is an interesting Ghost and Dark-typed Pokemon. It's pretty common to find yourself dealing with Spiritomb when battling in the 4th generation meta. Spiritomb is one of the few Pokemon who don't have any type-related weaknesses.


Species: Spiritomb
Item: Choice Band / Leftovers
Ability: Pressure
Nature: Adamant (+Atk, -SpA)
EVs: 248 Hp / 168 Atk / 48 Def / 44 SpD
Moveset:
- Sucker Punch
- Pursuit
- Shadow Sneak
- Trick / Rest

Physical Tank Spiritomb (Analytic)

Spiritomb is a notable Physical Tank. It's primary goal is to take a large amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Spiritomb last longer regaining it's it's health points every turn. Choice Band will increase the damage of Spiritomb's physical moves by 1.5x at the cost of locking you into the first move you pick. With Pressure, if Spiritomb is the target of a move that move loses one additional pp.

Sucker Punch is a physical STAB-boosted priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).
Pursuit is a physical STAB-boosted 40-base power Dark-type move (power doubles if a foe is switching out).
Shadow Sneak is a physical STAB-boosted priority-increased 40-base power Ghost-type move (usually goes first).
Trick is a status move (Spiritomb switches its held item with the target's).
Rest is a status move (Spiritomb sleeps 2 turns and restores hp and status).




Species: Spiritomb
Item: Choice Band / Leftovers
Ability: Pressure
Nature: Careful (+SpD, -SpA)
EVs: 252 Hp / 248 SpD / 8 Spe
Moveset:
- Sucker Punch
- Pursuit
- Shadow Sneak
- Trick / Trick

Special Wall Spiritomb (Analytic)

Spiritomb is an extraordinary Special Wall. It's goal is to take a substantial amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Spiritomb last longer regaining it's it's health every turn. Choice Band will increase the damage of Spiritomb's physical moves by 1.5x at the cost of locking you into the first move you pick. With Pressure, if Spiritomb is the target of a move that move loses one additional pp.

Sucker Punch is a physical STAB-boosted priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).
Pursuit is a physical STAB-boosted 40-base power Dark-type move (power doubles if a foe is switching out).
Shadow Sneak is a physical STAB-boosted priority-increased 40-base power Ghost-type move (usually goes first).
Trick is a status move (Spiritomb switches its held item with the target's).
Trick is a status move (Spiritomb switches its held item with the target's).




Species: Spiritomb
Item: Life Orb
Ability: Pressure
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Sucker Punch / Pursuit
- Return / Secret Power
- Shadow Sneak
- Protect

Physical Sweeper Spiritomb (Pressure)

Spiritomb is a notable Physical Sweeper. It's purpose is to take down the opponent's team with brute physical power. With Pressure, if Spiritomb is the target of a move that move loses one additional pp.

Sucker Punch is a physical STAB-boosted priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).
Pursuit is a physical STAB-boosted 40-base power Dark-type move (power doubles if a foe is switching out).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Secret Power is a physical 70-base power Normal-type move (effect varies with terrain. (30% paralysis chance)).
Shadow Sneak is a physical STAB-boosted priority-increased 40-base power Ghost-type move (usually goes first).
Protect is a status move (prevents moves from affecting your Spiritomb this turn).




Species: Spiritomb
Item: Life Orb
Ability: Pressure
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Dark Pulse
- Shadow Ball / Ominous Wind
- Psychic
- Hyper Beam

Special Sweeper Spiritomb (Pressure)

Spiritomb is a sensational Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. With Pressure, if Spiritomb is the target of a move that move loses one additional pp.

Dark Pulse is a special STAB-boosted 80-base power Dark-type move (20% chance to flinch the target).
Shadow Ball is a special STAB-boosted 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Ominous Wind is a special STAB-boosted 60-base power Ghost-type move (10% chance to raise all stats by 1 stage (not acc/eva)).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Hyper Beam is a special 150-base power Normal-type move (Spiritomb cannot move next turn).




Species: Spiritomb
Item: Leftovers
Ability: Pressure
Nature: Impish (+Def, -SpA)
EVs: 252 Hp / 192 Def / 64 SpD
Moveset:
- Toxic
- Attract
- Rest
- Confuse Ray

Spiritomb Double Wall (Mixed Feelings*)

Spiritomb is a wonderful Double Wall. It is designed to have enough defenses and bulk to take both physical and special hits. Leftovers are always a great recovery option to ensure Spiritomb last longer regaining it's it's life every turn. With Pressure, if Spiritomb is the target of a move that move loses one additional pp. The combination of Attract and Conf. Ray should prevent the opponent from attacking or force a switch. Then just Burn them while you peacefully sleep.

Toxic is a status move (badly poisons the target).
Attract is a status move (a target of the opposite gender gets infatuated).
Rest is a status move (Spiritomb sleeps 2 turns and restores hp and status).
Confuse Ray is a status move (confuses the target).

Note: This moveset is considered Taunt bait! It is highly recommended you typically have atleast one move that does actual damage!



Movesets for Doubles


What is a good doubles moveset for Spiritomb? These builds have been optimized for Diamond/Pearl Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Diamond/Pearl generation metagame.


Common team mates for Spiritomb in Pokemon Diamond/Pearl:

GyaradosMagnezoneFlygonRegirockRegisteelNidoqueenAbomasnowClefableWalreinBlisseyRoseradeVaporeon


Species: Spiritomb
Item: Life Orb
Ability: Pressure
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Sucker Punch / Pursuit
- Return / Secret Power
- Shadow Sneak
- Protect

Doubles Physical Sweeper Spiritomb (Pressure)

Spiritomb is a decent Physical Sweeper. It's designed to take down the opponent's team with brute physical power. With Pressure, if Spiritomb is the target of a move that move loses one additional pp.

Sucker Punch is a physical STAB-boosted priority-increased 80-base power Dark-type move (usually goes first. fails if target is not attacking).
Pursuit is a physical STAB-boosted 40-base power Dark-type move (power doubles if a foe is switching out).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Secret Power is a physical 70-base power Normal-type move (effect varies with terrain. (30% paralysis chance)).
Shadow Sneak is a physical STAB-boosted priority-increased 40-base power Ghost-type move (usually goes first).
Protect is a status move (prevents moves from affecting your Spiritomb this turn).




Species: Spiritomb
Item: Life Orb
Ability: Pressure
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Dark Pulse
- Shadow Ball
- Icy Wind
- Psychic

Doubles Special Sweeper Spiritomb (Pressure)

Spiritomb is an awesome Special Sweeper. It was designed to take down the opponent's team with high-damaging special attacks. With Pressure, if Spiritomb is the target of a move that move loses one additional pp.

Dark Pulse is a special STAB-boosted 80-base power Dark-type move (20% chance to flinch the target).
Shadow Ball is a special STAB-boosted 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).



Movepool


Wondering what moves can Spiritomb learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Dark Pulse
80
100%
15
20% chance to flinch the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Hyper Beam
150
90%
5
User cannot move next turn.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Ominous Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Silver Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Uproar
50
100%
10
Lasts 3-6 turns. Active Pokemon cannot sleep.
Water Pulse
60
100%
20
20% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Feint Attack
60
--
20
This move does not check accuracy.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Pursuit
40
100%
20
Power doubles if a foe is switching out.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Tomb
50
80%
10
100% chance to lower the target's Speed by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Shadow Sneak
40
100%
30
Usually goes first.
Sucker Punch
80
100%
5
Usually goes first. Fails if target is not attacking.
Thief
40
100%
10
If the user has no item, it steals the target's.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confuse Ray
--
100%
10
Confuses the target.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Destiny Bond
--
--
5
If an opponent knocks out the user, it also faints.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Embargo
--
100%
15
For 5 turns, the target's item has no effect.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Grudge
--
--
5
If the user faints, the attack used loses all its PP.
Hypnosis
--
60%
20
Causes the target to fall asleep.
Imprison
--
--
10
No foe can use any move known by the user.
Memento
--
100%
10
Lowers target's Attack, Sp. Atk by 2. User faints.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Pain Split
--
--
20
Shares HP of user and target equally.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Smokescreen
--
100%
20
Lowers the target's accuracy by 1.
Snatch
--
--
10
User steals certain support moves to use itself.
Spite
--
100%
10
Lowers the PP of the target's last move by 4.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
For 3-5 turns, the target can't use status moves.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
85%
10
Badly poisons the target.
Trick
--
100%
10
User switches its held item with the target's.
Will-O-Wisp
--
75%
15
Burns the target.

Combo List


These are a list of several common move combinations Spiritomb can perform in Diamond/Pearl. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive DP Move and Ability Combos for Spiritomb

Create a build


Have an idea in mind for Spiritomb that you'd like to test? Customize the IVs, EVs and their Diamond/Pearl moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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