Competitive Information for Dhelmise [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Dhelmise dhelmise
Base Stats for Dhelmise

Ghost / Grass

Abilities:
SteelworkerSteelworker: This Pokemon's attacking stat is multiplied by 1.5 while using a Steel-type attack.


Evolutions / Family:
Dhelmise

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


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

Movesets for Singles


What is a good competitive moveset for Dhelmise? These builds have been optimized for Pokemon competing in Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Dhelmise in Pokemon Sun/Moon:

GarchompTapu%20BuluMagnezoneTornadus-TherianRotom-WashCradilyVenusaur-MegaExeggutor-AlolaInfernapeCamerupt-MegaAggronVivillon


Dhelmise is a sensational Ghost and Grass-typed Pokemon. It's usual to find yourself dealing with Dhelmise when battling in the 7th generation meta. Dhelmise is weak to Dark, Fire, Flying, Ghost, and Ice-typed attacks.


Species: Dhelmise
Item: Choice Band / Ghostium Z
Ability: Steelworker
Nature: Jolly (+Spe, -SpA)
EVs: 40 Hp / 252 Atk / 216 Spe
Moveset:
- Power Whip / Synthesis
- Earthquake
- Anchor Shot
- Shadow Claw / Phantom Force

Physical Sweeper Dhelmise (Analytic)

Dhelmise is an awesome Physical Sweeper. This moveset is designed to take down the opponent's team with brute physical power. Choice Band will increase the damage of Dhelmise's physical moves by 1.5x at the cost of locking you into the first move you pick. With Steelworker, Dhelmise's attacking stat is multiplied by 1.5 while using a steel-type attack.

Power Whip is a physical STAB-boosted 120-base power Grass-type move that deals a notable amount of damage.
Synthesis is a status move (heals your Dhelmise by a weather-dependent amount).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Anchor Shot is a physical 80-base power Steel-type move (prevents the target from switching out).
Shadow Claw is a physical STAB-boosted 70-base power Ghost-type move (high critical hit ratio).
Phantom Force is a physical STAB-boosted 90-base power Ghost-type move (disappears turn 1. hits turn 2. breaks protection).




Species: Dhelmise
Item: Ghostium Z / Life Orb
Ability: Steelworker
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Shadow Claw
- Return
- Earthquake
- Iron Head

Physical Sweeper Dhelmise (Steelworker)

Dhelmise is a notable Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Life Orb boosts the power of Dhelmise's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Steelworker, Dhelmise's attacking stat is multiplied by 1.5 while using a steel-type attack.

Shadow Claw is a physical STAB-boosted 70-base power Ghost-type move (high critical hit ratio).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Iron Head is a physical 80-base power Steel-type move (30% chance to flinch the target).




Species: Dhelmise
Item: Life Orb
Ability: Steelworker
Nature: Brave (+Atk, -Spe)
EVs: 188 Hp / 252 Atk / 12 Def / 52 SpD
Moveset:
- Heavy Slam / Anchor Shot
- Power Whip
- Shadow Claw
- Protect

Dhelmise Physical Tank (Anchors Away)

Dhelmise is an outstanding Physical Tank. It tries to take a considerable amount of physical hits while dealing some decent damage. Life Orb boosts the power of Dhelmise's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Steelworker, Dhelmise's attacking stat is multiplied by 1.5 while using a steel-type attack.

Heavy Slam is a physical 0-base power Steel-type move (more power the heavier your Dhelmise than the target).
Anchor Shot is a physical 80-base power Steel-type move (prevents the target from switching out).
Power Whip is a physical STAB-boosted 120-base power Grass-type move that deals a enormous amount of damage.
Shadow Claw is a physical STAB-boosted 70-base power Ghost-type move (high critical hit ratio).
Protect is a status move (prevents moves from affecting your Dhelmise this turn).



Movesets for Doubles


What is a good doubles moveset for Dhelmise? These builds have been optimized for Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Dhelmise in Pokemon Sun/Moon:

GarchompTapu%20BuluMagnezoneTornadus-TherianRotom-WashCradilyVenusaur-MegaExeggutor-AlolaInfernapeCamerupt-MegaAggronVivillon


Species: Dhelmise
Item: Groundium Z / Life Orb
Ability: Steelworker
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Earthquake
- Rock Slide
- Shadow Claw
- Return

Doubles Physical Sweeper Dhelmise (Steelworker)

Dhelmise is a spectacular Physical Sweeper. It is primarily designed to take down the opponent's team with brute physical power. Life Orb boosts the power of Dhelmise's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Steelworker, Dhelmise's attacking stat is multiplied by 1.5 while using a steel-type attack.

Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Shadow Claw is a physical STAB-boosted 70-base power Ghost-type move (high critical hit ratio).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).



Movepool


Wondering what moves can Dhelmise 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
Absorb
20
100%
25
User recovers 50% of the damage dealt.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Flash Cannon
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Giga Drain
75
100%
10
User recovers 50% of the damage dealt.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Mega Drain
40
100%
15
User recovers 50% of the damage dealt.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Sludge Wave
95
100%
10
10% chance to poison adjacent Pokemon.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Surf
90
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Whirlpool
35
85%
15
Traps and damages the target for 4-5 turns.
Aerial Ace
60
--
20
This move does not check accuracy.
Anchor Shot
80
100%
20
Prevents the target from switching out.
Astonish
30
100%
15
30% chance to flinch the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Brutal Swing
60
100%
20
No additional effect. Hits adjacent Pokemon.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Heavy Slam
--
100%
10
More power the heavier the user than the target.
Iron Head
80
100%
15
30% chance to flinch the target.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Payback
50
100%
10
Power doubles if the user moves after the target.
Phantom Force
90
100%
10
Disappears turn 1. Hits turn 2. Breaks protection.
Power Whip
120
85%
10
No additional effect.
Rapid Spin
20
100%
40
Frees user from hazards, binding, Leech Seed.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Shadow Claw
70
100%
15
High critical hit ratio.
Slam
80
75%
20
No additional effect.
Thief
60
100%
25
If the user has no item, it steals the target's.
Wrap
15
90%
20
Traps and damages the target for 4-5 turns.
Ally Switch
--
--
15
The user swaps positions with its ally.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Block
--
--
5
Prevents the target from switching out.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Embargo
--
100%
15
For 5 turns, the target's item has no effect.
Growth
--
--
20
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Iron Defense
--
--
15
Raises the user's Defense by 2.
Metal Sound
--
85%
40
Lowers the target's Sp. Def by 2.
Pain Split
--
--
20
Shares HP of user and target equally.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
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
--
85%
15
Raises the target's Attack by 2 and confuses it.
Switcheroo
--
100%
10
User switches its held item with the target's.
Swords Dance
--
--
20
Raises the user's Attack by 2.
Synthesis
--
--
5
Heals the user by a weather-dependent amount.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.

Combo List


These are a list of several common move combinations Dhelmise can perform in Sun/Moon. 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 SM Move and Ability Combos for Dhelmise

Create a build


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



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