Competitive Information for Spiritomb [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Spiritomb spiritomb
Base Stats for Spiritomb

Ghost / Dark

Abilities:
PressurePressure: If this Pokemon is the target of a foe's move, that move loses one additional PP.
,
InfiltratorInfiltrator: Moves ignore substitutes and foe's Reflect/Light Screen/Safeguard/Mist/Aurora Veil.


Evolutions / Family:
Spiritomb

Weakness Chart for Ghost/Dark-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
  
2x
0x
  
  
  
Grass
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 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 Spiritomb in Pokemon Sun/Moon:

Lopunny-MegaMagearnaTapu%20FiniVivillonAerodactylJirachiPyukumukuMiloticEmpoleonRoseradeTogekissLucario


Spiritomb is a fabulous Ghost and Dark-typed Pokemon. It's pretty usual to find yourself dealing with Spiritomb when battling in the 7th generation meta. Spiritomb's only type-related weakness is Fairy.


Species: Spiritomb
Item: Assault Vest / Leftovers
Ability: Pressure
Nature: Brave (+Atk, -Spe)
EVs: 252 Hp / 252 Atk / 4 SpA
Moveset:
- Sucker Punch / Pursuit
- Rock Tomb
- Calm Mind / Rest
- Will-O-Wisp

Physical Tank Spiritomb (Analytic)

Spiritomb is a notable Physical Tank. It's goal is to take a substantial amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Spiritomb last longer regaining it's stamina every turn. With Pressure, if Spiritomb is the target of a foe's move that move loses one additional pp.

Sucker Punch is a physical STAB-boosted priority-increased 70-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).
Rock Tomb is a physical 60-base power Rock-type move (100% chance to lower the target's speed by 1 stage).
Calm Mind is a status move (raises your Spiritomb's special attack and special defense by 1 stage).
Rest is a status move (Spiritomb sleeps 2 turns and restores hp and status).
Will-O-Wisp is a status move (burns the target).




Species: Spiritomb
Item: Assault Vest / Leftovers
Ability: Pressure
Nature: Bold (+Def, -Atk)
EVs: 252 Hp / 252 Def / 4 SpA
Moveset:
- Psychic / Calm Mind
- Dark Pulse
- Pain Split / Sleep Talk
- Will-O-Wisp

Physical Wall Spiritomb (Analytic)

Spiritomb is a decent Physical Wall. The purpose of this moveset is to take a considerable amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Spiritomb last longer regaining it's health every turn. With Pressure, if Spiritomb is the target of a foe's move that move loses one additional pp.

Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Calm Mind is a status move (raises your Spiritomb's special attack and special defense by 1 stage).
Dark Pulse is a special STAB-boosted 80-base power Dark-type move (20% chance to flinch the target).
Pain Split is a status move (shares hp of Spiritomb and target equally).
Sleep Talk is a status move (Spiritomb must be asleep. uses another known move).
Will-O-Wisp is a status move (burns the target).




Species: Spiritomb
Item: Darkinium Z / Life Orb
Ability: Infiltrator
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Foul Play / Sucker Punch
- Return / Secret Power
- Shadow Sneak
- Rock Tomb

Physical Sweeper Spiritomb (Infiltrator)

Spiritomb is an awesome Physical Sweeper. This moveset is designed to take down the opponent's team with brute physical power. Life Orb boosts the power of Spiritomb's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Infiltrator, moves ignore substitutes and foe's reflect/light screen/safeguard/mist/aurora veil.

Foul Play is a physical STAB-boosted 95-base power Dark-type move (uses target's attack stat in damage calculation).
Sucker Punch is a physical STAB-boosted priority-increased 70-base power Dark-type move (usually goes first. fails if target is not attacking).
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).
Rock Tomb is a physical 60-base power Rock-type move (100% chance to lower the target's speed by 1 stage).




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

Special Sweeper Spiritomb (Infiltrator)

Spiritomb is an outstanding Special Sweeper. It's goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Spiritomb's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Infiltrator, moves ignore substitutes and foe's reflect/light screen/safeguard/mist/aurora veil.

Dark Pulse is a special STAB-boosted 80-base power Dark-type move (20% chance to flinch the target).
Snarl is a special STAB-boosted 55-base power Dark-type move (100% chance to lower the foes special attack by 1 stage).
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 pretty decent 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 life every turn. With Pressure, if Spiritomb is the target of a foe's 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; Note: Poison types can't miss with Toxic).
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 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 Spiritomb in Pokemon Sun/Moon:

Lopunny-MegaMagearnaTapu%20FiniVivillonAerodactylJirachiPyukumukuMiloticEmpoleonRoseradeTogekissLucario


Species: Spiritomb
Item: Darkinium Z / Life Orb
Ability: Infiltrator
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Foul Play / Sucker Punch
- Return / Secret Power
- Shadow Sneak
- Rock Tomb

Doubles Physical Sweeper Spiritomb (Infiltrator)

Spiritomb is a phenomenal Physical Sweeper. It's goal is to take down the opponent's team with brute physical power. Life Orb boosts the power of Spiritomb's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Infiltrator, moves ignore substitutes and foe's reflect/light screen/safeguard/mist/aurora veil.

Foul Play is a physical STAB-boosted 95-base power Dark-type move (uses target's attack stat in damage calculation).
Sucker Punch is a physical STAB-boosted priority-increased 70-base power Dark-type move (usually goes first. fails if target is not attacking).
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).
Rock Tomb is a physical 60-base power Rock-type move (100% chance to lower the target's speed by 1 stage).




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

Doubles Special Sweeper Spiritomb (Infiltrator)

Spiritomb is a stupendous Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Spiritomb's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Infiltrator, moves ignore substitutes and foe's reflect/light screen/safeguard/mist/aurora veil.

Snarl is a special STAB-boosted 55-base power Dark-type move (100% chance to lower the foes special attack by 1 stage).
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.
Infestation
20
100%
20
Traps and damages the target for 4-5 turns.
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.
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.
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).
Snarl
55
95%
15
100% chance to lower the foe(s) Sp. Atk by 1.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
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.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
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.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Tomb
60
95%
15
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
70
100%
5
Usually goes first. Fails if target is not attacking.
Thief
60
100%
25
If the user has no item, it steals the target's.
Ally Switch
--
--
15
The user swaps positions with its ally.
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.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
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.
Disable
--
100%
20
For 4 turns, disables the target's last move used.
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.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
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.
Quash
--
100%
15
Forces the target to move last this turn.
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
--
85%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick
--
100%
10
User switches its held item with the target's.
Will-O-Wisp
--
85%
15
Burns the target.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.

Combo List


These are a list of several common move combinations Spiritomb 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 Spiritomb

Create a build


Have an idea in mind for Spiritomb 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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