花巖怪 對戰配招推薦
第 9 世代配招方案 (分級 2 · 3 配招)
物理盾
ZU 世代 9進攻戲法空間型
ZU 世代 9招式
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命中 — PP 5
製造出離奇的空間。在5回合內速度慢的寶可夢可以先行動。
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命中 — PP 20
謀劃詭計,啟用頭腦。大幅提高自己的特攻。
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戰術分析
Spiritomb utilizes its defensive profile to switch into foes like Primeape and Hisuian Sneasel, setting up and devastating teams in a tier almost completely lacking Fairy-type Pokemon. Dark Pulse serves as an amazing neutral STAB attack for a vast majority of the tier, threatening OHKOs on metagame staples like Jolteon and Mesprit after a Nasty Plot boost; it is the preferred STAB over Shadow Ball to avoid letting Normal-type Pokemon like Pyroar and Farigiraf switch in for free. Psyshock compliments Dark Pulse excellently with its ability to hit Fighting-types like Poliwrath and Virizion while targeting opposing special walls like Cryogonal and Tera Fairy Naclstack on their comparatively worse Defense. Tera Dark further amplifies the power of Spiritomb's Dark Pulse to OHKO as many foes as possible once boosted, securing guaranteed OHKOs on foes like Charizard. Spiritomb works well alongside wallbreakers like Virizion, Mesprit, and Hisuian Sneasel, which can wallbreak for each other and enable Spiritomb's sweep. Spiritomb struggles with strong physical attacks from the likes of Mabosstiff and Sneasel, so it appreciates physical walls like Regirock and Weezing that can reliably switch into them. Special attackers like Jolteon, Vikavolt, and Mesprit pair well with Spiritomb to break down walls for each other. Teammates with pivoting moves like Basculin, Jolteon, and Primeape can help bring Spiritomb in safely to help ease its setup. Entry hazard support from the likes of Regirock, Sandslash, and Mesprit is also greatly appreciated to help whittle foes into range for Spiritomb to sweep. Pokemon that can threaten Whimsicott like Muk and Magneton are appreciated to help cover for Spiritomb's lone weakness to Fairy.
第 8 世代配招方案 (分級 1 · 1 配招)
冥想
ZU 世代 8- 道具
- 吃剩的東西
- 性格
- 大膽
- 努力值
- HP 252 / 防禦 252 / 特防 4
招式
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命中 — PP 20
靜心凝神,從而提高自己的特攻和特防。
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威力 80 命中 100 PP 15
從體內發出充滿惡意的恐怖氣場。有時會使對手畏縮。
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戰術分析
Spiritomb is a fearsome defensive Calm Mind sweeper that is able to find setup opportunities against some threats like Sawk locked into Close Combat, Swoobat, and Cofagrigus. Dark Pulse is the preferred STAB move, as, unlike Shadow Ball, it has no immunities. Rest is Spiritomb's most reliable recovery move and lets it get rid of status. Sleep Talk prevents Spritomb from being completely passive during Rest. Pressure lets Spiritomb PP stall defensive walls like Throh and Clefairy. Spiritomb fits best on stall teams where its initial passivity isn't as crippling, and its unique defensive utility and PP stalling capabilities are appreciated. On these teams, Spiritomb's teammates whittle down and remove its counters over the course of a match, so it can be used as a late-game wincon. Physical walls like Pyukumuku, Tangela, and Altaria handle powerful wallbreakers such as Rhydon and Silvally formes. Special walls like Clefairy and Articuno are necessary to handle special wallbreakers such as Ninetales and Exeggutor, which can force out an unboosted Spiritomb. Some of them even provide Heal Bell support to wake up Spiritomb after it uses Rest. Checks to Dark-types like Alcremie and Throh are appreciated for their ability to take on foes such as Skuntank and Shiftry, which use Spiritomb as setup fodder. Checks to Alcremie such as Pyukumuku and Haze Articuno are also necessary, as it is a major threat to stall teams and can freely come in on Spiritomb.
第 7 世代配招方案 (分級 1 · 2 配招)
冥想
PU 世代 7- 道具
- 吃剩的東西
- 性格
- 大膽
- 努力值
- HP 248 / 防禦 252 / 特防 8
招式
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命中 — PP 20
靜心凝神,從而提高自己的特攻和特防。
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威力 80 命中 100 PP 15
從體內發出充滿惡意的恐怖氣場。有時會使對手畏縮。
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戰術分析
Moves Calm Mind increases Spiritomb's Special Attack and Special Defense, gradually making it more and more of a threatening sweeper. Dark Pulse is Spiritomb's only attack, having useful neutral coverage and becoming rather strong after enough boosts from Calm Mind. Rest gives Spiritomb a form of recovery that also rids it of status conditions and allows it to absorb status while asleep. Sleep Talk allows Spiritomb to use one of its moves while asleep, preventing it from being completely helpless. Set Details The investment in HP and Defense in conjunction with a Bold nature serves to maximize Spiritomb's physical bulk, making it annoying to take down due to Calm Mind increasing its Special Defense. Leftovers gives Spiritomb a form of passive recovery, lessening the need to use Rest. Alternatively, Darkinium Z can be used to reduce the damage Spiritomb takes from Knock Off and prevent it from being crippled by Trick and Switcheroo while also turning Dark Pulse into Black Hole Eclipse, which is fairly strong even unboosted and can prove useful for heavily damaging specially bulky Pokemon like Altaria on top of Dark-resistant foes like Skuntank. Pressure allows Spiritomb to serve as annoyance to Pokemon that are reliant on attacks with low PP such as Aurorus as well as opposing bulky setup sweepers like Type: Null. Usage Tips Spiritomb should mainly attempt to set up with Calm Mind late-game, as by this point, a lot of the stronger wallbreakers and Fairy-types that would otherwise prevent Spiritomb from setting up will either have been removed or weakened enough to be KOed. Use Rest once Spiritomb begins to take noticeable damage, as this prevents it from being worn down too fast and gets rid of any status that may be plaguing it beforehand while also letting it act as an emergency status absorber in case nothing else wants to switch in on status moves like Toxic. Spiritomb should aim to pivot into Fighting-types such as Hitmonchan and Throh and take advantage of how little they are capable of doing to it by either setting up or using Rest if necessary. Although not very common, Spiritomb should be wary of potential users of Switcheroo and Trick such as Rotom-F if it isn't using Darkinium Z since it can render it completely useless. Darkinium Z variants should preserve their Z-Move until they need to break through special walls that they otherwise cannot bypass, such as Munchlax and Type: Null. Team Options Calm Mind Spiritomb fits on balance and stall teams in need of a bulky late-game sweeper that can also check Fighting-, Psychic-, and Normal-types, though it does have a place on bulky offensive teams as well. Audino makes for a premier partner due to its ability to provide Wish + Heal Bell support to keep Spiritomb healthy without forcing it to use Rest, switch into many of the stronger special attackers that threaten Spiritomb out prior to it using Calm Mind, and bait in Fighting-types for Spiritomb to take advantage of. Heal Bell also wakes Spiritomb up, which prevents it from having to burn sleep turns. In a similar vein, other special walls such as Carbink and Clefairy are good partners, with both providing entry hazard support and checking threatening special wallbreakers prior to Spiritomb setting up. Pokemon that can check Fairy-types such as Aggron, Simisear, and Roselia make for good teammates, since they are a relatively hard stop to Spiritomb and can render Spiritomb's attempts at setting up pointless. Entry hazards can prove useful for wearing down Dark-resistant foes such as Silvally-Fairy, so setters of entry hazards such as Qwilfish, Carbink, and Clefairy are good partners. Qwilfish also has the ability to switch into and cripple Clefairy with Taunt and weaken it with Sludge Bomb, while Carbink can check Scrappy users such as Kangaskhan and Stoutland.
追打 Trapper
PU 世代 7招式
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威力 40 命中 100 PP 20
當對手替換寶可夢上場時使出此招式的話,能夠以2倍的威力進行攻擊。
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威力 70 命中 100 PP 5
可以比對手先攻擊。對手使出的招式如果不是攻擊招式則會失敗。
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戰術分析
Moves Pursuit allows Spiritomb to trap and severely weaken mainly Ghost- and Psychic-types such as Haunter and Alolan Raichu as well as pivots such as Eelektross and Primeape as they switch out. Sucker Punch is Spiritomb's strongest form of priority, threatening to pick off frailer Pokemon such as Dodrio after a bit of chip damage. Sucker Punch and Pursuit pair well with one another due to Ghost- and Psychic-types' tendency to switch out in an attempt to avoid the former, causing them to get trapped and heavily weakened by the latter instead. Foul Play is a more reliable STAB attack that threatens foes that attempt to take advantage of Spiritomb's reliance on Sucker Punch like Lycanroc. Psychic can instead be used to lure in and deal decent damage to Gurdurr and Victreebel, which would otherwise give Spiritomb issues due to the former not minding being burned and the latter stalling out Spiritomb with Strength Sap. Finally, Will-O-Wisp cripples physical attackers like Kangaskhan as well as Spiritomb's checks like Alolan Persian. Taunt is an alternative that can be used over Will-O-Wisp to shut down defensive Pokemon such as Audino and Sableye, which can prove useful if Spiritomb's team has an unfavorable matchup against stall. Set Details The investment in HP and Attack maximizes Spiritomb's mixed bulk and offensive presence. An Adamant nature is used to further augment Spiritomb's Attack; however, if Spiritomb is using Psychic, a Brave nature should be used instead to preserve its Special Attack. Figy Berry is the preferred item, since it mitigates Spiritomb's lack of recovery by restoring 50% of its HP after it takes enough damage. Black Glasses is an alternative that increases the power of Spiritomb's Dark-type attacks. Infiltrator allows Spiritomb to bypass the Substitutes of Pokemon such as Alolan Dugtrio, Jynx, and Oricorio-G, which prevents them from attempting to play around its attacks as they would with other users of Sucker Punch such as Absol and Skuntank. Usage Tips Spiritomb should mainly act as a revenge killer due to the combination of Sucker Punch and Pursuit allowing it to create mind games with and pick off weakened foes. Due to how setup sweepers can take advantage of Spiritomb's reliance on Sucker Punch, it should be wary of using it against them. Spiritomb should mainly switch into STAB moves from Pokemon such as Musharna and Primeape, since it is immune to them. Pursuit should be used whenever Spiritomb anticipates a foe to switch out, as it is fairly strong and can wear them down faster than they would like. Pursuit can also be useful for putting foes in range of Sucker Punch. Exercise caution when using Will-O-Wisp if the opponent has a Fire-type, as they can absorb it and force Spiritomb out with their strong STAB attacks. If Spiritomb isn't running Foul Play, it doesn't have any reliably strong attacks, meaning that it will have to be a bit more careful against foes such as Carracosta, since they can potentially play around Sucker Punch. Team Options Spiritomb's weakness to Fairy means that checks to Fairy-types such as Aggron, Alolan Dugtrio, and Victreebel make for good partners. In return, these Pokemon appreciate Spiritomb checking Fighting- and Psychic-types. Entry hazard setters such as Clefairy, Qwilfish, Ferroseed, and Roselia appreciate Spiritomb's Ghost typing allowing it to spinblock. In return, the entry hazards wear down Spiritomb's switch-ins and bring frailer Pokemon into range of Sucker Punch. Due to Spiritomb's lack of recovery outside of Figy Berry, entry hazard removal from the likes of Hitmonchan and Swanna is appreciated, since they can prevent entry hazards from wearing Spiritomb down faster. Hitmonchan also appreciates Spiritomb trapping and removing Ghost-types like Haunter and Oricorio-G, since this makes using Rapid Spin easier. Fighting- and Normal-type Pokemon such as Gurdurr, Primeape, and Zangoose appreciate Spiritomb both trapping and removing Ghost- and Psychic-types and potentially luring in opposing Gurdurr, since this allows them to more freely spam their respective STAB attacks. In return, they can take on bulkier Steel-types such as Aggron and Probopass. Special wallbreakers such as Aurorus and Drampa can break a lot of the physically bulky Pokemon that have little problems switching in on Spiritomb's attacks like Tangela, with neither of them minding Will-O-Wisp.
第 6 世代配招方案 (分級 2 · 4 配招)
Mono-攻擊手
RU 世代 6招式
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命中 — PP 20
靜心凝神,從而提高自己的特攻和特防。
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任選其一
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戰術分析
Moves Calm Mind raises Spiritomb's Special Attack and Special Defense, slowly making it more powerful and harder to take down with special attacks. Dark Pulse is the main STAB move because it has good neutral coverage and no immunities, unlike Shadow Ball. Snarl is an alternative STAB move that trades some power for the ability to lower the foe's Special Attack, easing setup against powerful special attackers. Rest is Spiritomb's only means of recovery and lets it restore its HP to full while ridding itself of status such as poison or burn, which would otherwise greatly hamper this set's functionality. Sleep Talk is needed to make sure Spiritomb is able to still make moves while its asleep, ensuring that it does not become setup fodder. Will-O-Wisp, on the other hand, cripples physical attackers such as Virizion and Hitmonlee at the cost of utilizing sleep turns. Set Details Maximum HP and Defense EVs are used to make Spiritomb as physically bulky as possible, as it will already be raising its Special Defense with Calm Mind. Leftovers is needed for consistent passive recovery, increasing Spiritomb's longevity and giving it a means of recovery while asleep. Infiltrator is used to hit through a Pokemon's Substitute. Due to the defensive nature of the set, Pressure is viable alternative to stall out low-PP attacks such as Fire Blast and Stone Edge. Usage Tips Spiritomb plays the role of pivot that is able to set up Calm Mind on Pokemon that it walls, such as Meloetta. Pokemon that use phazing moves are problems for this set because they get rid of any Calm Mind boosts that Spiritomb has attained as well as forcing it to switch out when it's still asleep, so it's best not to set up Calm Mind and instead get chip damage with Dark Pulse until these Pokemon have been eliminated. If paired with Toxic Spikes, use Spiritomb to easily stall out Pokemon that have been afflicted with Toxic poison. Keep in mind that being put to sleep with Rest leaves Spiritomb asleep for exactly two turns, so make sure to only use Sleep Talk twice after using Rest. Team Options Fairy-types are an issue for this set, as they resist Dark Pulse, and most are able to heal burns with Heal Bell. As such, Registeel makes for a great partner for this set, as it resists Fairy-type attacks and can support Spiritomb with Stealth Rock. It is worth noting that both are threatened by Emboar and Houndoom, so pairing them with Alomomola is recommended. Due to Spiritomb only using Dark Pulse as its main attacking move, Pokemon such as Virizion, Emboar, and Houndoom can easily take advantage of this, so Pokemon that are able to take these three out are very helpful. Fletchinder resists both of Virizion's STAB moves while threatening with Acrobatics, and it can also burn foes, making it easier for Spiritomb to set up against physical attackers. Clerics such as Aromatisse and Togetic also make for great partners because both are able to get rid of sleep should Spiritomb still be asleep after switching out. Both are also able to switch in on and threaten Dark- and Fighting-types that resist Spiritomb's Dark Pulse with Moonblast and Dazzling Gleam, respectively. Entry hazard setters, particularly those that are able to set up Toxic Spikes, such as Qwilfish, Drapion, and Roselia, make for great partners, as Toxic Spikes lets Spiritomb easily stall out grounded Pokemon.
物攻型
RU 世代 6招式
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威力 70 命中 100 PP 5
可以比對手先攻擊。對手使出的招式如果不是攻擊招式則會失敗。
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威力 40 命中 100 PP 20
當對手替換寶可夢上場時使出此招式的話,能夠以2倍的威力進行攻擊。
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戰術分析
Moves Sucker Punch is a powerful priority move and is Spiritomb's most powerful physical Dark-type STAB attack. Unlike most users of the move, Spiritomb is not rendered useless by Substitute users thanks to Infiltrator. Pursuit allows Spiritomb to trap Pokemon such as Meloetta and Uxie, and the move pairs well with Sucker Punch, forcing the opponent into mind games. Taunt is a great move to prevent Pokemon from healing, spreading status, or setting up, and it also eases prediction when using Sucker Punch. Will-O-Wisp cripples physical attackers such as Hitmonlee, Virizion, and Gallade and lands residual damage on Pokemon that check Spiritomb. Set Details Maximum Attack EVs and an Adamant nature allow Spiritomb to hit as hard as possible. 44 Speed EVs are used to outspeed uninvested Rhyperior to either burn it before it attacks or Taunt it to prevent Stealth Rock from going up. The rest of the EVs go into HP to let Spiritomb take hits much better. Infiltrator lets Spiritomb burn Pokemon or pick off weakened Pokemon with Sucker Punch when they're behind a Substitute. Black Glasses increases the damage output of Spiritomb's Dark-type moves while letting it switch between its moves. Usage Tips This set is to be played like a hit-and-run attacker that switches in to tank hits and threaten frail offensive Pokemon such as Gallade. Pursuit should be used when anticipating the foe to switch or if Spiritomb has switched into Meloetta locked into either Hyper Voice or Psychic to trap it. Sucker Punch is best used to pick off faster Pokemon, but be wary that a Pokemon can set up or cripple Spiritomb with status, and other Pokemon with priority such as Fletchinder, Mega Glalie, and Sneasel can bypass Sucker Punch. Taunt should be used to prevent Pokemon from setting up or from recovering HP from Spiritomb's attacks. It also works well with Sucker Punch to ease prediction against foes that are able to set up. Will-O-Wisp is great to cripple Pokemon such as Hitmonlee and Virizion, though if the opponent has Houndoom on their team, be cautious when using the move, as Houndoom can gain a Flash Fire boost from it. Team Options Due to Spiritomb's vulnerability to Fairy-types, Poison-types such as Drapion pair very well with it. Both Pokemon also appreciate Spiritomb's ability to cripple physical attackers including Flygon and Escavalier. Registeel is another good partner, as Spiritomb can cover its weakness to Fighting-types, while Registeel resists Fairy-type attacks and provides Stealth Rock support. Mega Camerupt pairs well, as it is able to switch in on problematic Pokemon for Spiritomb such as Houndoom. Pokemon vulnerable to Psychic-types appreciate Spiritomb's ability to switch in freely against them and trap them with Pursuit, so Virizion and Hitmonlee pair very well. Wish passers such as Aromatisse and Alomomola are very helpful because Spiritomb has no reliable recovery, and the former is able to heal status via Aromatherapy, while the latter is able to take on Emboar.
冥想
UU 世代 6- 道具
- 吃剩的東西
- 性格
- 大膽
- 努力值
- HP 252 / 防禦 252 / 特防 4
招式
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命中 — PP 20
靜心凝神,從而提高自己的特攻和特防。
-
威力 80 命中 100 PP 15
從體內發出充滿惡意的恐怖氣場。有時會使對手畏縮。
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-
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戰術分析
Moves Calm Mind boosts Spiritomb's Special Defense and Special Attack to greater levels. Dark Pulse is used over Shadow Ball so that Spiritomb can hit Normal-types, but Shadow Ball can also be used because it does decent damage to Lucario and Cobalion. Rest is used to heal Spiritomb entirely after it has set up. Will-O-Wisp is used to cripple walls and physical attackers. Sleep Talk allows you to function more similarly to other bulky set up sweepers, but Will-O-Wisp is usually preferred. Pressure is useful over Infiltrator in order to give you the edge in PP wars which often occur when running sets like this. Set Details This set capitalizes on Spiritomb's decent bulk and can create a solid win condition, dealing with Calm Mind Reuniclus, Slowking, Cresselia, and Curse Snorlax. 252 HP EVs and 252 Defense EVs with a Bold nature are used to maximize Spiritomb's physical bulk, and Pressure can be used to PP stall opposing setup sweepers. Usage Tips This set is an absolute counter to bulky Calm Mind Psychic-type sweepers, such as Reuniclus, Slowking, and Cresselia. This set works great on stall and balanced teams by giving the team an active way to win, which some stall teams lack. Moreover, Spiritomb can set up all over defensive Pokemon that rely on status. Team Options Spiritomb loves a cleric partner, especially Sylveon, which can take care of Dark- and Fighting-types for Spiritomb as well as provide Wish and Aromatherapy support. Additionally, Spiritomb appreciates Toxic Spikes, it makes its sweep easier by poisoning and crippling the foe; as such Nidoqueen, Tentacruel, and Roserade are amazing partners. Poison- or Steel-types are great partners to Spiritomb, as they can stop the likes of Whimsicott and Sylveon, which threaten this set.
進攻輔助型
UU 世代 6招式
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威力 70 命中 100 PP 5
可以比對手先攻擊。對手使出的招式如果不是攻擊招式則會失敗。
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命中 85 PP 15
放出怪異的火焰,從而讓對手陷入灼傷狀態。
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戰術分析
Moves Sucker Punch can wear down fast attackers, OHKOing Choice Scarf Chandelure and Espeon or damaging frail pokemon like Aerodactyl. Will-O-Wisp can burn Pokemon behind Substitutes thanks to Infiltrator and allows you to wear down common switch ins. Foul Play lets Spiritomb discourage opposing sweepers from setting up in front of it. Taunt can be used as well to entirely stop setup or recovery as well, notably from Reuniclus, Slowking, and Snorlax. However, Pursuit enables Spiritomb to trap Psychic- and Ghost-types, such as Espeon, Chandelure, Slowking, and Reuniclus. Alternatively, Pain Split helps Spiritomb recover its low HP while damaging the foe. Set Details This set focuses on Spiritomb's offensive prowess as well as providing support for the team, while bypassing screens and Substitutes thanks to Infiltrator. 252 HP EVs and 252 Attack EVs with Adamant nature are used, to improve Spiritomb's ability to withstand hits and attack the foe. Black Glasses can increase the power of Foul Play, Pursuit, and Sucker Punch, while Leftovers give Spiritomb a bit of recovery, which is important if not running Pain Split. Usage Tips This set works best on balanced teams where can check a lot of setup sweepers, such as Doublade, Reuniclus, and Curse Snorlax as well as fast revenge killers, such as Mienshao and Espeon and then trap them with Pursuit. giving balanced teams a great Pokemon to check these threats. Spiritomb can also be useful to handle Choice locked pokemon as you can sometimes freely trap them with Pursuit, freeing up the rest of your team. Taunt can also stop entry hazard stacking from Forretress while blocking Rapid Spin. Team Options Steel-types, such as Forretress, Empoleon, and Doublade, are great partners to Spiritomb, as they can tank Fairy-type, attacks which Spiritomb hates. The former two can provide entry hazards while the latter two can set up on Fairies. Spiritomb loves bulky Water-type partners, such as Suicune, Alomomola, Swampert, Empoleon, and Vaporeon, as they can beat strong Fire-types, which put pressure on Spiritomb. Grounded Poison-types, such as Nidoqueen, Nidoking, and Toxicroak, can absorb Toxic Spikes as well as check Fairy-types. Finally, Wish support, as well as Heal Bell or Aromatherapy support from Sylveon is recommended as it can help Spiritomb stay alive, allowing it to support the team longer.
第 5 世代配招方案 (分級 2 · 6 配招)
冥想
RU 世代 5- 道具
- 吃剩的東西
- 性格
- 大膽
- 努力值
- HP 252 / 防禦 252 / 特防 4
招式
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命中 — PP 20
靜心凝神,從而提高自己的特攻和特防。
-
威力 80 命中 100 PP 15
從體內發出充滿惡意的恐怖氣場。有時會使對手畏縮。
-
-
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戰術分析
Unlike the all-out attacking set, which focuses on hitting as hard as possible right away, this set aims to set up a sweep over a long period of time, hitting from the special side. Note that this is not the Pokemon for offensive special sweeps; you are better off using Uxie or Lilligant for that. Calm Mind boosts Spiritomb's average Special Attack, while also making it increasingly harder to KO with each boost. Dark Pulse is the STAB mono-attacking move of choice, as it is the most powerful move that Spiritomb has in its arsenal with no Pokemon that are immune to it. Rest provides recovery, extending Spiritomb's sweep, although with it you are forced to run Sleep Talk to avoid becoming setup bait. While asleep, Spiritomb can do any of three things: hit something hard with Dark Pulse, boost its stats further, or give your opponent a free turn by selecting Rest. However, Rest and Sleep Talk are necessities, as Pain Split generally doesn't cut it as an effective recovery move. Maximum investment in HP and Defense allows Spiritomb to set up more easily, as it will already be boosting its Special Defense with Calm Mind. Leftovers further enhances Spiritomb's longevity, which is key with this set. Hidden Power Fighting is an option over Sleep Talk to increase coverage on Pokemon such as Clefable, as well as Steel-types. However, leaving an opposing Pokemon free to set up for two turns is usually not the way you win games. Bulky special walls that can phaze are too much for Spiritomb to handle; Mandibuzz resists Dark Pulse while Munchlax is absurdly bulky with its Eviolite, and both can phaze with Whirlwind. As such, Manectric is a great partner for this set, as it can destroy Mandibuzz with its STAB Electric-type moves and cripple Munchlax heavily by using Switcheroo to take its Eviolite away. Also, Spiritomb sets up on Clefable, so Moltres is another great partner that can finish up the game after Spiritomb has done its job. If you are looking for a physical attacker, then Rhydon is a good partner that can destroy Mandibuzz and other special walls with its gargantuan Attack stat and STAB on the EdgeQuake combination.
防禦型
RU 世代 5- 道具
- 吃剩的東西
- 性格
- 慎重
- 努力值
- HP 252 / 防禦 4 / 特防 252
招式
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命中 85 PP 15
放出怪異的火焰,從而讓對手陷入灼傷狀態。
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威力 95 命中 100 PP 15
利用對手的力量進行攻擊。正和自己戰鬥的對手,其攻擊越高,傷害越大。
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戰術分析
Spiritomb's auspicious Ghost / Dark typing makes it the only Ghost-type in RU not weak to Dark-type attacks, or any other attacking type for that matter. This excellent typing means that Spiritomb is the only spinblocker that is not afraid of Pursuit users. Not only that, but it makes an excellent counter to a plethora of Psychic-types such as Uxie and Mesprit. Spiritomb's grand Special Defense coupled with its RestTalk shenanigans also makes it the best counter available to the premier defensive Rapid Spin user, Cryogonal. For these reasons, this Spiritomb is a staple on many balanced and stall orientated teams. The first move, Will-O-Wisp, significantly diminishes the attacking power of most physical sweepers; this in turn helps patch up Spiritomb's Defense. Will-O-Wisp is also useful for chipping away at special attackers such as Magneton. Foul Play is another way Spiritomb can take on physical attackers, as it can use their power against them and make them hesitant when using physical boosting moves such as Swords Dance. Foul Play's utility is so great that it gives Spiritomb the capability to OHKO Entei after Stealth Rock damage. Rest works well in conjunction with Sleep Talk. RestTalk Spiritomb has many advantages: it always prevents Cryogonal from spinning away entry hazards, defeats many weak walls such as Amoonguss, is an excellent status absorber, and exploits its stalling capabilities via Pressure. Pain Split is a slightly less reliable form of recovery, but it can actually turn Spiritomb's low HP stat into an advantage by recovering more health from the likes of Alomomola. The use of Pain Split provides another distinctive advantage by freeing up an additional moveslot. In that moveslot, Sucker Punch can be used to pick out weakened offensive threats such as Archeops, or Taunt can provide a way to make slower walls helpless. A Calm nature is best used when Spiritomb is not utilizing Sucker Punch, as it reduces the damage taken from Foul Play. If Sucker Punch is used, then a Careful nature is best. In light of other options, Protect works in the final slot by allowing Spiritomb to accumulate Leftovers recovery, stall for burn damage, and ease up prediction when dealing with the likes of Escavalier. While Spiritomb's specially defensive spread allows it to counter Cryogonal and other special attackers, a physically defensive spread with an Impish nature is just as successful in other ways. The physically defensive spread gives Spiritomb a chance to beat Kabutops and makes it a great counter to Normal- and Fighting-types such as Tauros and Gallade; the latter in particular is very threatening for slower teams. When this physically defensive spread is combined with Spiritomb's ability to spread burns, very few physical attacker have the ability to break through it. For example, Choice Band Aggron and Escavalier can usually defeat Spiritomb, but when it uses this physically defensive spread and burns the two threats on the switch, at best, they can only achieve a 3HKO. Spiritomb pairs well with Pokemon that can deal with Fire-types because most Fire-types could care less about anything Spiritomb can do, as they easily power through it with their high-powered STABs. Qwilfish is one of the best at dealing with these threats and it aids Spiritomb in many ways; not only does Qwilfish deal with the likes of Durant, Emboar, and Entei, but it can also set up Spikes, which helps Spiritomb wear down the opposing team faster. Spiritomb's spinblocking ability can help keep those Spikes on the field, and it can also check Electric- and Psychic-types that trouble Qwilfish. Poliwrath can check the same threats as Qwilfish and can also phaze with Circle Throw; this trait compliments Spiritomb's ability to keep entry hazards from being blown away well. Roselia, Lanturn, and Clefable all make fine defensive partners for their ability to rid Spiritomb of status afflictions. Roselia can set up Toxic Spikes and put a threatening Pokemon to sleep, Lanturn is another bulky Water-type that can take on pesky Fire-types, and Clefable can provide Stealth Rock and Wish support. Ferroseed also works well with Spiritomb as it can provide entry hazard support and counter Kabutops fairly well. Physically defensive Spiritomb, Alomomola, and Steelix make an excellent core, as the three can check almost all physical attackers in RU. Steelix benefits the core by providing entry hazard support in Stealth Rock and phazing utility in Roar, Spiritomb keeps Stealth Rock from being spun away and checks Fighting-types, and Alomomola beats physical Fire-types and passes Wishes to the other two. Seeing as how this Spiritomb can fit on balanced teams, offensive partners can also be just as helpful. Medicham and any other Fighting-type destroys annoying Steel-types such as Aggron and Steelix, and Spiritomb can return the favor and beat the Psychic- and Ghost-types that Medicham hates. Magneton can also deal with Steel-types such as Escavalier by trapping and then demolishing them with Hidden Power Fire. Finally, because Spiritomb lures in Choice-locked Fire-types, Water-types such as Omastar and Kabutops are useful to take advantage of that by setting up a Shell Smash or Swords Dance, respectively.
全力攻擊型
RU 世代 5- 道具
- 講究頭帶
- 性格
- 爽朗
- 努力值
- HP 248 / 攻擊 252 / 特防 8
招式
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威力 40 命中 100 PP 30
伸長影子,從對手的背後進行攻擊。必定能夠先制攻擊。
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威力 70 命中 100 PP 5
可以比對手先攻擊。對手使出的招式如果不是攻擊招式則會失敗。
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戰術分析
Spiritomb's primary set is an all-out attacking set that plays numerous roles for a team. It heavily relies on prediction, although Black Glasses slightly remedies this issue; nevertheless, it is a great set to eliminate Rapid Spin users such as Cryogonal, which will take heavy damage from a Choice Band-boosted Pursuit. Hitmonchan and Kabutops don't want to switch into Spiritomb either, as they risk getting neutered by Will-O-Wisp. Spiritomb can also get rid of other Ghost-types that prevent your team from eliminating hazards, either by beating them to the punch with Sucker Punch as they try to go for the 2HKO or by trapping them with Pursuit as they switch to a teammate on a predicted Sucker Punch. However, it is advised to be careful when using a Choice Band Sucker Punch, as Spiritomb then becomes setup fodder for bulky sweepers that can take the Sucker Punch with a reasonable amount of health left and proceed to sweep the rest of your team, such as Feraligatr. Shadow Sneak is a great asset late-game, as all of your opponent's Pokemon will be weakened, allowing it to 2HKO nearly everything that doesn't resist it with the help of entry hazards. It is also a good countermeasure against Bulk Up Gallade, and OHKOes offensive Rotom after Stealth Rock. The last slot is mostly dependent on the item Spiritomb holds. Trick is the recommended move to go along with a Choice Band, crippling Eviolite users such as Ferroseed, walls that won't hit that hard such as Steelix, or Pokemon that rely on their coverage to be effective, such as Absol. Will-O-Wisp is recommended with Black Glasses, as being locked into it is usually not the best idea. It cripples Pokemon such as Hitmonchan and Kabutops, which rely on their offensive presence in order to be effective Rapid Spin users. If you're worried about Dusknoir outspeeding Spiritomb and staying in to burn it as Spiritomb tries to use Pursuit, a spread of 172 HP / 252 Atk / 84 Spe will allow Spiritomb to move first and safely pick off any Dusknoir with less than 40% HP whether they switch out or not. However, those Speed EVs will most likely be useless in any other scenario. Choice Band is the preferred item, as Spiritomb needs all the power it can get and especially appreciates the extra power boost on Shadow Sneak late-game. However, Black Glasses is superior if you prefer crippling physical attackers to trapping walls; furthermore, it also eases prediction. Pain Split is an option in the last slot to regain some health, then switch out. However, because Spiritomb will be locked into the move if it runs Choice Band, it will usually end up healing a wall than healing itself. Return is Spiritomb's strongest option against Dark-type foes such as Absol and Drapion, as well as most Pokemon that aren't weak to either of Spiritomb's STAB options. However, it isn't used because the utility provided by Spiritomb's other moves exceeds its need for coverage. Toxic is an option over Will-O-Wisp, but this does more damage to bulky walls rather than physical attackers, and Trick is the superior option to cripple walls. Steelix, Ferroseed, and Aggron wall this set to kingdom come, although none of them appreciate a burn nor being Tricked a Choice Band. Sandslash can beat Steelix, as well as Aggron that lack Magnet Rise, and can easily pull off a Rapid Spin with no Ghost-type opponents to block it. It also sets up Stealth Rock to complement Shadow Sneak. Ferroseed is a great partner to provide Spikes support, as along with Spiritomb, it can take on almost every physical attacker in the tier, with the lone exception of Entei. Also, Spiritomb pairs well with Pokemon that use High Jump Kick such as Hitmonlee and Medicham, as they are free to spam the move without worry once all Ghost-types are out of the way. This set gives Qwilfish nothing to fear, leaving it free to set up Spikes and Toxic Spikes that will hamper your team. Feraligatr provides great complementary offense alongside Spiritomb, as more often than not they are able to weaken each other's checks so one of them can sweep. Likewise, Magneton is also a great partner, as it can trap Steel-types that get in the way of Spiritomb while also disposing of Qwilfish.
冥想
UU 世代 5- 道具
- 吃剩的東西
- 性格
- 大膽
- 努力值
- HP 252 / 防禦 252 / 特防 4
招式
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命中 — PP 20
靜心凝神,從而提高自己的特攻和特防。
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威力 80 命中 100 PP 15
從體內發出充滿惡意的恐怖氣場。有時會使對手畏縮。
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戰術分析
With its natural bulk and good STAB move in Dark Pulse, Spiritomb makes a great user of Calm Mind. As no Pokemon is immune to Dark Pulse, Spiritomb has no problem with having only it as a sole attacking option. Rest is used to recover the damage taken while setting up, as well as getting rid of status. With Sleep Talk, Spiritomb can continue to boost or attack while asleep. While no Pokemon is immune to Dark Pulse, there are some new additions to the UU tier that cause problems. Empoleon, with its high Special Defense and resistance to Dark Pulse, can stand in Spiritomb's way, while Cobalion receives an Attack boost every time Dark Pulse hits. This makes Hidden Power Fighting a good choice over Sleep Talk. It also hits Dark-type Pokemon that resist Dark Pulse super effectively. Infiltrator can be used on this set as well as it bypasses Light Screen, which can be useful. However, Pressure is generally better as Spiritomb can PP stall the last Pokemon on a team thanks to its above-average defenses. Pain Split is an option over Rest if you opt to use Hidden Power Fighting over Sleep Talk. A Bold nature with 252 Defense EVs is used to give Spiritomb maximum physical bulk, as Special Defense is not even needed thanks to Calm Mind. For this set to work to its fullest potential, phazers such as Empoleon and Suicune need to be removed. Heracross and Zapdos can take care of those two. Also, Hitmontop with Foresight might be a problem, so Psychic-types, such as Mew or Azelf, help to take care of him. Fighting- and Ground-type Pokemon, such as Heracross and Rhyperior, help if Spiritomb lacks Hidden Power Fighting, as they can take care of Dark- and Steel-type Pokemon, such as Zoroark, Cobalion, and Empoleon, that might get in the way. Toxic Spikes also helps in the long run. Roserade and Nidoqueen can set them up, and Spiritomb is immune to Psychic-type moves, which they are weak to.
防禦型
UU 世代 5- 道具
- 吃剩的東西
- 性格
- 乖僻
- 努力值
- HP 252 / 防禦 116 / 特防 140
招式
-
威力 80 命中 100 PP 15
從體內發出充滿惡意的恐怖氣場。有時會使對手畏縮。
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命中 85 PP 15
放出怪異的火焰,從而讓對手陷入灼傷狀態。
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戰術分析
This set takes advantage of Spiritomb's admirable defenses and fantastic immunities to stop offensive threats in their tracks. It also works great as a spinblocker, as Spiritomb has no weaknesses. Dark Pulse is Spiritomb's main attacking option; it is a reliable move that no Pokemon are immune to. Will-O-Wisp cripples physically offensive Pokemon, making Spiritomb even stronger in said area. Pursuit lets Spiritomb check Psychic- and Ghost-types. The move in the last slot is up to one's own preference. Pain Split and Rest give Spiritomb some kind of recovery, although they are both rather unreliable. Rest gives instant recovery while also recovering status. However, Pain Split doesn't put Spiritomb to sleep, meaning it won't be a sitting duck. Unfortunately, Pain Split makes Spiritomb vulnerable to status. Shadow Sneak is an option if recovery is not needed, as, in combination with Pursuit, it helps trap Psychic- and Ghost-type Pokemon. Infiltrator can be used to bypass the rare Safeguard, and it also helps Spiritomb's Dark Pulse and Pursuit if Light Screen and Reflect is active, but Pressure is superior as it helps stall out the opponent's PP. Sleep Talk can be used in combination with Rest, making Spiritomb able to do something while sleeping. Sucker Punch can be used over Shadow Sneak to give Spiritomb a more powerful priority move, but it is unreliable against Ghost- and Psychic-types such as Mismagius and Mew. It works better against Pokemon with only attacking moves. The listed EVs give the best defensive stats. 140 Special Defense EVs and a Calm nature give the same Special Defense stat as with 252 Special Defense EVs and a Bold nature, meaning that Spiritomb receives a higher Defense stat. Other Ghost-type Pokemon make good partners if opposing Hitmontop try to use Foresight and spin away entry hazards from their side of the field. This means that you can switch back and forth while Hitmontop is unable to use Rapid Spin. Roserade makes an excellent partner, as it has access to Aromatherapy. With Aromatherapy, Spiritomb doesn't have to worry about status if carrying Pain Split. If Spiritomb carries Rest, it doesn't have to worry about being a sitting duck while asleep. Spiritomb is no problem for bulky versions of Arcanine. Dark Pulse does little damage, while Arcanine is immune to Will-O-Wisp. Suicune or Kingdra can take care of Arcanine. Heracross is a huge problem, resisting Dark Pulse and receiving an Attack boost from Will-O-Wisp. Moltres can take care of Heracross, resisting Megahorn, but needs to be careful of Stone Edge.
講究頭帶
UU 世代 5- 道具
- 講究頭帶
- 性格
- 爽朗
- 努力值
- HP 252 / 攻擊 252 / 防禦 4
招式
-
威力 40 命中 100 PP 30
伸長影子,從對手的背後進行攻擊。必定能夠先制攻擊。
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威力 40 命中 100 PP 20
當對手替換寶可夢上場時使出此招式的話,能夠以2倍的威力進行攻擊。
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戰術分析
With the above moves, Spiritomb makes one of the best checks to Psychic- and Ghost-types in the tier. With its above average Attack stat and Choice Band, Spiritomb hits extremely hard. Shadow Sneak is a reliable STAB and priority move. Pursuit combined with Shadow Sneak can force any Psychic- or Ghost-type Pokemon in the tier into playing a deadly guessing game. With some good prediction, Spiritomb is able to KO a Pokemon whether or not it stays in. Pursuit also takes care of frail U-turn users such as Ambipom. Sucker Punch is mostly used to hit way harder than Shadow Sneak, but is less reliable, so it should be used carefully. Finally, Trick is used if Spiritomb is about to faint or if there is a troublesome wall that needs to be taken care of; it also renders certain walls useless. Though Infiltrator would work wonders with this set, it should be noted that it is illegal with Trick, and without Trick, Spiritomb loses out on a way to shut down common physical walls. Hitmontop makes an excellent partner, luring out spinblockers such as Cofagrigus or Mismagius, which Spiritomb can then trap and finish off. This will make it easier for Hitmontop to use Rapid Spin, and Pokemon such as Yanmega benefit from the removal of Stealth Rock. Defensive behemoths such as Rhyperior, Tangrowth, and Suicune are huge problems for Spiritomb. Shaymin and other hard hitting Grass-types can easily take of Rhyperior, but need to be careful of Megahorn. Fire-type Pokemon can easily finish off Tangrowth, and Moltres is an excellent choice, since it also benefits from Stealth Rock being removed. Electric-type Pokemon such as Zapdos, Raikou, or Jolteon can easily dispose of Suicune with their Electric-type attacks; they're more or less in the same boat as Grass-types in this case. Heracross is also a huge problem as it resists Spiritomb's Dark-type moves and takes little damage from Shadow Sneak. Moltres can take care of Heracross, as it resists Megahorn; however, it needs to be careful of Stone Edge. Heracross makes a great partner for Spiritomb, taking care of pesky Dark- and Steel-type Pokemon, while Spiritomb takes care of Psychic-type Pokemon.
第 4 世代配招方案 (分級 2 · 7 配招)
詛咒
OU 世代 4- 道具
- 吃剩的東西
- 性格
- 慎重
- 努力值
- HP 248 / 防禦 8 / 特防 252
招式
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命中 — PP 10
使用該招式的寶可夢,其屬性是幽靈屬性或其他屬性時,效果會不一樣。
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命中 85 PP 15
放出怪異的火焰,從而讓對手陷入灼傷狀態。
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戰術分析
Although this set is a gimmicky one, it works well when used properly. It is particularly useful on a stall team as the main purpose of this set is to wear down Pokemon using Curse and Will-O-Wisp. Since Spiritomb has three immunities and no weaknesses, it forces a lot of switches. Pursuit is therefore the preferred STAB move as its power doubles when the target switches out. This allows Spiritomb to trap various early and late game threats such as Gengar, Starmie, and Azelf, which are all weak to Pursuit. Spiritomb can also take on Pokemon that set-up later in the game, such as Snorlax and Suicune, with this set as it can wear them down very quickly with both Curse and Will-O-Wisp. This is also very helpful to stall teams which are unable to deal with set up Pokemon, especially when they are the last Pokemon left and cannot be phazed. These traits are the reasons to consider using Spiritomb over Rotom-A. The EV spread maximizes Spiritomb's Special Defense because Will-O-Wisp halves the burnt target's Attack, reducing the need to have a high Defense EVs investment. Shadow Ball with Calm nature can be used over Pursuit with Careful nature. Calm nature also helps in increasing Spiritomb's special bulk. However, Pursuit with a Careful nature is usually the better option. A cleric is highly recommended as this set does not carry Sleep Talk, leaving Spiritomb a setup bait as it sleeps for two turns after using Rest. Since Spiritomb often replaces Rotom-A, most teams do not have a reliable way to take down Skarmory and Gyarados. Therefore a Choice Scarf Jirachi with Thunder Punch helps in solving this problem. Gyarados has to be wary of Will-O-Wisp but it can hold a Lum Berry to cure its burn. A Rapid Spinner helps Spiritomb a lot because for Spiritomb to set up a Curse, it will need to be at a substantial amount of health. As far as teammates go, Blissey is a great option as it can wake Spiritomb from its slumber after the latter uses Rest or pass Wishes to Spiritomb. Several physical walls such as Steelix, Skarmory, and Forretress all make good teammates. They can also sponge physical attacks from foes which are not affected by Will-O-Wisp or have the Guts ability.
睡覺夢話
OU 世代 4- 道具
- 吃剩的東西
- 性格
- 溫和
- 努力值
- HP 248 / 防禦 148 / 特防 112
招式
-
命中 — PP 5
連續睡上2回合。回覆自己的全部HP以及治癒所有異常狀態。
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命中 — PP 10
從自己已學會的招式中任意使出1個。只能在自己睡覺時使用。
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戰術分析
Spiritomb's main attraction over Rotom-A is that it is not Pursuit bait, and this set aims to take advantage of that. Rest allows Spiritomb to recover HP while curing status. Sleep Talk as always, pairs well with Rest; it ensures that Spiritomb isn't a sitting duck for two turns, and if it selects Will-O-Wisp, Spiritomb can actually spread burns even when asleep. Will-O-Wisp shuts down most physical attackers, and the residual damage caused by the burn allows Spiritomb to wear down many threats. Shadow Ball is used as the STAB, mono-attacking option over Dark Pulse for two reasons: Spiritomb is too slow to abuse Dark Pulse's chance to flinch, and the occasional Special Defense drops afforded by Shadow Ball can actually force switches. Taunt can be used over Sleep Talk to prevent Pokemon such as Skarmory and Forretress from setting up entry hazards, as they are common switch-ins to Spiritomb. Hidden Power Fighting can replace Will-O-Wisp as it gives Spiritomb perfect coverage alongside Shadow Ball, but spreading burns and shutting down physical attackers are too good to pass up. Pursuit can be used over Shadow Ball with a Careful nature to make Spiritomb a better check to Gengar, Starmie, and Azelf. Alternative EV spreads can be used too: 248 HP / 8 Def / 252 SpD with a Calm nature balances Spiritomb's defenses after inflicting a burn, and 248 HP / 252 Def / 8 SpD with a Bold nature to make Spiritomb a better physical wall. Though Spiritomb itself functions as a team player, it will need quite some support to be effective. Tanks such as Heatran and Blissey walk all over Spiritomb, as they can freely switch into Will-O-Wisp or Shadow Ball and wear it down, or in Blissey's case, force it to use Rest by hitting it with Toxic and switch to a counter. A strong Fighting-type thus makes a good teammate, as it can OHKO both of the aforementioned tanks. Infernape in particular also takes down Pokemon such as Skarmory and Forretress, who commonly use Spiritomb as setup bait, as well as Scizor, who can hurt Spiritomb with a Choice Band U-turn, making it an excellent partner for Spiritomb. Ironically, Blissey and Skarmory too make great teammates; the former sponges powerful special attacks for Spiritomb, while the latter sets up entry hazards that wear Spiritomb's checks down and Skarmory can OHKO Breloom with Brave Bird, who can prove to be troublesome with its immunity to Will-O-Wisp once Toxic Orb activates. Spiritomb also aids in safeguarding Skarmory's entry hazards with its ability to spinblock.
防禦型
UU 世代 4- 道具
- 吃剩的東西
- 性格
- 溫和
- 努力值
- HP 252 / 防禦 140 / 特防 116
招式
-
威力 80 命中 100 PP 15
從體內發出充滿惡意的恐怖氣場。有時會使對手畏縮。
-
命中 85 PP 15
放出怪異的火焰,從而讓對手陷入灼傷狀態。
-
-
檢視完整配招
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戰術分析
Spiritomb's lack of recovery can often be a massive thorn in his side, as it makes it so much easier to wear him down. However, the combination of Rest and Sleep Talk remedies this problem to some degree. Unfortunately, Rest and Sleep Talk do take up two moveslots, which limits Spiritomb's coverage and makes it much easier for opposing Pokemon to deal with him. Will-O-Wisp does help in this regard to cripple most physical attackers, but with only it and Dark Pulse, as well as the overall unreliability of Sleep Talk, Spiritomb can become a liability against sweepers such as Houndoom. Nonetheless, should you wish to use Spiritomb on a dedicated stall team, this set fits perfectly to allow Spiritomb to keep spinblocking and weathering hits throughout a match. With the given EVs, Spiritomb has excellent overall bulk, with a slight emphasis on Special Defense. With Will-O-Wisp to further weaken attacks that threaten Spiritomb physically, he can be a tough Pokemon to break. If you wish, swapping all those Defense EVs into Special Defense is a alternative to maximize Spiritomb's special bulk; this is useful should you find that Spiritomb needs to be as specially bulky as possible, or if he can find enough opportunities to patch up his Defense with Will-O-Wisp. However, for the most part, the recommended EV spread is more useful, as Spiritomb's poor Speed makes it difficult to use Will-O-Wisp before the opponent attacks him, and many Rapid Spinners are physically based, which makes having no investment in Defense unwise. Since many stall teams focus primarily on status, entry hazards, and phazing in order to win, taking down that last Pokemon may be difficult for your team. A Pokemon such as Curse + Rest Registeel can be a nightmare for stall teams, since it takes negligible damage from entry hazards, cannot be infected with Toxic poison--or any other status for very long, due to Rest-- and cannot be phazed out, since it is the last Pokemon your opponent has. Taking down Registeel may seem impossible for such a team, but by replacing Sleep Talk with Curse, Spiritomb can create a secondary status effect that will soundly KO Registeel. While this does force Spiritomb to be essentially useless for two turns when he uses Rest, this issue can be alleviated by having a cleric on your team. You can also replace Sleep Talk with Psychic to deal with Toxicroak and other Fighting-types, or you can replace Dark Pulse and either Sleep Talk or Will-O-Wisp for Shadow Ball and Hidden Power Fighting for perfect coverage. Due to this set's defensive nature, other defensive teammates such as Milotic, Weezing, Arcanine, and Venusaur work well. As usual, the Fire / Water / Grass core meshes well with Spiritomb, due to its excellent type synergy with him. As far as Water-types go, Omastar and Cloyster are particularly good for their ability to set up entry hazards, which Spiritomb can prevent from being removed. Chansey and Clefable also work well, being able to take on specially offensive threats, while Spiritomb can defeat troublesome Fighting-types in return. Chansey and Clefable are also able to cure Spiritomb of his sleep status when the need arises, and they can also provide Wish support to heal him when he doesn't have the opportunity to Rest. Weezing can take on physically offensive threats, but struggles with specially oriented Psychic-types, all of whom Spiritomb has no issues dealing with. These three aforementioned Pokemon have great synergy with Spiritomb on stall teams, and they can form an extremely difficult core to beat.
講究頭帶
UU 世代 4- 道具
- 講究頭帶
- 性格
- 爽朗
- 努力值
- HP 252 / 攻擊 252 / 防禦 4
招式
-
威力 40 命中 100 PP 30
伸長影子,從對手的背後進行攻擊。必定能夠先制攻擊。
-
威力 40 命中 100 PP 20
當對手替換寶可夢上場時使出此招式的話,能夠以2倍的威力進行攻擊。
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戰術分析
Choice Band Spiritomb packs quite a bit of power while still serving as as a decent revenge killer and a marvelous check to frail Psychic- and Ghost-type Pokemon such as Alakazam, Mismagius, and Rotom. Furthermore, it puts heavy pressure on the opponent to predict perfectly, as each of Spiritomb's moves can be devastating if they make the wrong choice. Pursuit and Shadow Sneak form the crux of Spiritomb's revenge-killing abilities. With both of these moves in tandem, Spiritomb can put the opponent in a pinch, as they must choose between switching out and risk taking a powerful Pursuit, or staying in and risk getting smashed by Shadow Sneak. Furthermore, with Sucker Punch in Spiritomb's arsenal, it's even harder for the opponent to attempt to stay in and attack. However, it should be noted that Sucker Punch must be used sparingly unless Spiritomb has already Tricked away his Choice Band; Sucker Punch is one of the worst attacks to be locked into, and every set-up sweeper can take advantage of it with ease. Trick allows Spiritomb to remove his Choice Band if necessary, while simultaneously crippling one of the opponent's defensive Pokemon. Spiritomb may also use Return over one of the moves on this set, as it's his strongest move outside of Sucker Punch, and it can hit switch-ins such as Milotic and Fighting-types harder than any of Spiritomb's other moves. With the given EVs, Spiritomb becomes as strong as possible, while gaining some extra bulk to ease switching in. Due to Spiritomb's pathetic Speed stat, Speed investment is simply unnecessary and pointless. You may opt to use a more defensive spread to give Spiritomb some extra bulk, but Spiritomb usually needs all the power he can muster to make his low Base Power moves as strong as possible. Despite this, a bulkier spread goes a long way in giving Spiritomb more opportunities to switch in and destroy Pokemon who are weak to Dark- and Ghost-type attacks. Should you opt for a bulkier spread, making Spiritomb more specially defensive is generally the better option, as Spiritomb can take on most specially oriented Pokemon more easily than physical ones. Spiritomb is a fantastic partner to Rapid Spinners such as Donphan, Kabutops, and Hitmontop; these Pokemon lure in Ghost-type Pokemon who Spiritomb can dispatch with ease, allowing the Rapid Spinners to remove entry hazards without many issues. Pokemon who benefit from the removal of entry hazards, such as Scyther and Moltres, work well alongside this combination, as both Pokemon are significantly more proficient with a clear field. This makes Spiritomb extremely effective on offensive teams, as his ability to make Rapid Spinning significantly easier is appreciated on these types of teams, where most Pokemon are frail and cannot afford entry hazards chipping away at their health. Furthermore, Spiritomb can trap frail revenge-killers on the opposing team, which helps prevent Spiritomb's partners from having their attempted sweeps stopped right in their tracks. Spiritomb tends to have issues with bulky Pokemon who don't really mind a Choice Band. Rhyperior, Hariyama, and Torterra are examples of such Pokemon, though it should be noted that it isn't likely that these Pokemon will switch into Spiritomb often, as most of them fear Will-O-Wisp. The aforementioned Rapid Spinners, Hitmontop and Donphan, work well in dealing with these Pokemon since their physical bulk is extraordinary, allowing them to weather the hits that these Pokemon may fire back after being Tricked a Choice Band. Physically defensive Venusaur also works well thanks to his resistances to Fighting- and Grass-type attacks and ability to retaliate with a strong Grass Knot. Walls such as Registeel and Clefable will have no problems taking Spiritomb's attacks, but they won't really like being Tricked a Choice Band.
Mono-攻擊手
UU 世代 4- 道具
- 吃剩的東西
- 性格
- 大膽
- 努力值
- HP 252 / 防禦 252 / 特防 4
招式
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命中 — PP 5
連續睡上2回合。回覆自己的全部HP以及治癒所有異常狀態。
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命中 — PP 10
從自己已學會的招式中任意使出1個。只能在自己睡覺時使用。
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戰術分析
Thanks to Spiritomb's lack of weaknesses to target, in addition to a STAB move that nothing is completely immune to, he makes a surprisingly good boosting sweeper that becomes difficult to counter with anything other than specialized counters such as Haze Milotic and Curse Registeel. Furthermore, after a single Calm Mind, Spiritomb possesses absurd defenses that become extremely difficult to break as more and more boosts are accumulated, barring an unlucky critical hit. Additionally, because of Spiritomb's slew of immunities, setting up a ton of Calm Minds isn't a difficult task. This set works extremely well as a late game sweeper, as once you've removed the opponent's specialized counters, Spiritomb will become exceedingly difficult to stop. Rest and Sleep Talk form an excellent means of recovery for Spiritomb, allowing him to cure himself of status and damage while not being a liability as he sleeps. With Spiritomb's bulk, Pressure, and Rest, it's also possible to stall out some low PP attacks that could severely harm Spiritomb. Calm Mind boosts Spiritomb's Special Defense to extraordinary levels after just one boost, and can quickly make him quite a threat after a few boosts. Dark Pulse acts as Spiritomb's reliable offensive attack, as nothing is fully immune to it, and it has decent neutral coverage. However, Shadow Ball is also an option over Dark Pulse should you find bulky Fighting-types troublesome, but this will cause Spiritomb to be utterly walled by every Normal-type in the tier. Hidden Power Fighting is also an option over Sleep Talk should you find the added coverage necessary, but this isn't really recommended since leaving Spiritomb completely useless for two turns of Rest is not desirable. This set is tailored to be physically defensive, since Calm Mind will patch up Spiritomb's uninvested Special Defense as he boosts up. As Spiritomb continues to accumulate boosts, the opponent will likely attempt to attack Spiritomb's stat that isn't being continually boosted--his Defense--therefore making a physically defensive EV investment useful. Furthermore, this also allows Spiritomb to take on some physically offensive Pokemon earlier in the match, which gives him some extra use outside of a late game sweeper. However, a slight shift of Defense EVs into Special Defense is viable to make it slightly easier for Spiritomb to set up on special attackers immediately; just keep in mind that the more EVs you take away from Defense, the easier it is to take down Spiritomb with attacks on his unboosted Defense stat. Entry hazards, particularly Toxic Spikes, are useful to wear down many of this set's counters. Pokemon such as Haze Milotic will eventually succumb to the effects of Toxic poison, giving Spiritomb the opportunity to sweep. Other hazards, such as Stealth Rock and Spikes, are also useful to wear down walls who lack reliable recovery. Omastar is a fantastic Pokemon to set up entry hazards with, having access to all three forms of hazards and possessing great Defense. Fortunately, due to his Ghost typing, Spiritomb himself can serve as the necessary spin blocker to keep these hazards on the field. However, you may wish to employ another Ghost-type to ensure that foes such as Foresight Hitmontop will fail to remove your entry hazards. Unfortunately, this doesn't stop Poison-types from removing your Toxic Spikes as they switch in. Therefore, Dugtrio makes a good partner to trap and KO these troublesome Pokemon. Moltres and Arcanine can also deal with the most common Poison-type, Venusaur, with ease; these two can also take on annoying Fighting- and Steel-type Pokemon who resist Spiritomb's Dark Pulse.
特防型
UU 世代 4- 道具
- 吃剩的東西
- 性格
- 乖僻
- 努力值
- HP 252 / 防禦 4 / 特防 252
招式
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任選其一
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威力 40 命中 100 PP 20
當對手替換寶可夢上場時使出此招式的話,能夠以2倍的威力進行攻擊。
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戰術分析
Taking advantage of Spiritomb's various immunities and fantastic defenses, this set is arguably the best check to Ghost- and Psychic-types in the metagame. With Pursuit to trap the aforementioned Pokemon, in addition to Shadow Sneak to quickly dispatch them should they stay in, Spiritomb forces opponents into a dangerous guessing game. Furthermore, Spiritomb isn't limited to checking Ghost- and Psychic-types; depending on the move used in the third slot, Spiritomb can check even more Pokemon thanks to his lack of weaknesses. This set is even usable in the lead position due to its ability to trap common leads such as Ambipom, Uxie, Mesprit, and Alakazam. Despite the poor type coverage this set possesses, Spiritomb isn't really hindered much, because this set is simply designed to check a variety of Pokemon rather than attempt to severely damage teams. Shadow Sneak gives Spiritomb priority and is useful for finishing off faster Pokemon who are weak to it. However, Sucker Punch is a viable option if Shadow Sneak ends up doing too little damage for your tastes; note, however, that it's much easier for the opponent to set up on Sucker Punch should you predict poorly. Pursuit traps and removes Ghost- and Psychic-types; the former is especially important, since removing Ghost-types makes it much easier to spin away entry hazards. With Psychic, Spiritomb can also counter Fighting-types, as they typically lack a means of damaging Spiritomb severely. In particular, it nails Toxicroak, who is usually bulky enough to take Shadow Sneak and Dark Pulse, as well as Blaziken, who tends to attempt to switch into Dark Pulse. Spiritomb is also capable of beating weakened Life Orb Venusaur one-on-one with Psychic and Shadow Sneak (assuming Sleep Clause is active). Dark Pulse is a reliable attack to hit Ghost- and Psychic-types harder than Shadow Sneak or Pursuit, should they stay in, and Ghost-types with Will-O-Wisp can't cut its power by burning Spiritomb. However, should you use an attack other than Psychic in the third slot, Shadow Ball becomes a better option to retain the ability to hit Ghost- and Psychic-type Pokemon for super effective damage while simultaneously striking Fighting-types for neutral damage. Since most Ghost- and Psychic-types are specially based, Spiritomb's EVs are focused on his Special Defense stat. A Sassy nature keeps both Spiritomb's physical and special attacks reasonably strong, at the cost of Spiritomb's already poor Speed. Furthermore, investment in Special Defense allows Spiritomb to take on some strong special attackers such as Blaziken and Venusaur with reasonable success, though it should be noted that Spiritomb shouldn't be your only check to these Pokemon, as his lack of instant recovery makes him easy to weaken. You may also shift some EVs from Special Defense to Defense should you want Spiritomb to be able to take on physical Fighting-types and some other Pokemon more easily; however, this will cause Spiritomb to be much easier to wear down on the special side. There are a few options that this set can use to check some other threats that you might find deadly for your team. Instead of Dark Pulse, you may opt to use Rest to give Spiritomb a form of recovery. Rest is also necessary should you use Spiritomb on a stall team, as Spiritomb needs it to survive throughout the match to continually spinblock. However, if Rest is used, a cleric is necessary, as Spiritomb is otherwise a veritable sitting duck for two turns whenever he uses it. Pain Split is another option for recovery, but it's extremely unreliable, which makes it a lesser choice. Will-O-Wisp is also an option to cripple Pokemon and make the opponent wary of attacking Spiritomb from the physical side. Spiritomb can also use Hidden Power to prevent Dark-types from setting up on him; Hidden Power Ground nails Drapion and Houndoom for reasonable damage, while Hidden Power Fighting hits Absol and Houndoom but misses out on Drapion. When using this Spiritomb, prediction is key to prevent him from being inflicted with unwanted statuses and taking tons of damage. Ideally, scouting before recklessly sending out Spiritomb is ideal; even simply setting up Stealth Rock to see if the opposing Pokemon have Leftovers or not can determine if they have Substitute or Will-O-Wisp. If a lack of Leftovers shows, then it is usually safe to switch Spiritomb in to trap and KO the Ghost-type. However, should the Ghost-type carry Substitute or Will-O-Wisp, choosing between Dark Pulse, Shadow Sneak, and Pursuit is an important decision. It should be noted that Pursuit will only do approximately 50% to frail Rotom and Mismagius if they stay in, and the same for Shadow Sneak, making Shadow Sneak a poor choice when the opponent is above 50%. Dark Pulse should be used if you feel that the opponent will stay in while they're above the mentioned 50% mark, or if you predict that they will use Will-O-Wisp. On the other hand, Pursuit is usually a good choice to guarantee that the Ghost-type Pokemon will be removed, but against healthy opponents, it might not be optimal to spam since if they stay in and attack, Spiritomb will take plenty of damage and you'll be forced to make another choice between Pursuit and Shadow Sneak on the following turn. Spiritomb's main counters tend to be Dark- and Fighting-types; with the former only fearing the rare Hidden Power Fighting and Will-O-Wisp. However, should Spiritomb use either of those, he will often lack Psychic, making him weak against Fighting-types such as Hariyama, Blaziken, and Substitute Toxicroak. Hitmontop makes a great partner, as he can take out most Dark-types with few issues, and he deals with Clefable who can give Spiritomb some major issues. Weezing can make an excellent counter against troublesome Fighting-types thanks to his enormous Defense stat; he also has the ability to beat Torterra and Rhyperior, who pose a huge threat should Spiritomb lack Will-O-Wisp. Arcanine can be used for a similar purpose with an added ability to absorb Will-O-Wisps that opponents fire at Spiritomb. Milotic has merits in checking the likes of Rhyperior and various other threats, in addition to boasting a way to defeat boosting sweepers and other bulky Pokemon. These two Pokemon also form a part of the Fire / Water / Grass core that Spiritomb works well with. The Water / Grass part of the core is also extremely useful in dealing with Rain Dance teams, who Spiritomb is often a hindrance against. Dugtrio can also be an issue if Spiritomb is weakened; however, Dugtrio himself is so frail that Spiritomb should be able to dispose of him with priority attacks if Dugtrio has taken some prior damage. Clefable and Chansey can supply Spiritomb with cleric and Wish support, which helps alleviate Spiritomb's lack of recovery, while Spiritomb is immune to the Fighting-type attacks that pose huge annoyances to them. Rapid Spinners are also useful to remove troublesome entry hazards that can eat away at Spiritomb's health. Furthermore, these Pokemon can help Spiritomb deal with stall teams, which he has issues with due to his lack of both reliable recovery and offensive competence.
All-Out 攻擊手(Lead)
UU 世代 4- 道具
- 妖怪石板
- 性格
- 冷靜
- 努力值
- HP 244 / 攻擊 48 / 特攻 204 / 速度 12
招式
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威力 80 命中 100 PP 15
投擲一團黑影進行攻擊。有時會降低對手的特防。
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威力 60 命中 100 PP 15
招式的屬性會隨著使用此招式的寶可夢而改變。
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戰術分析
Spiritomb is a superb choice for a lead, as he matches up well against common leads such as Ambipom, Uxie, Mesprit, Alakazam, and Mismagius. Spiritomb has the ability to 2HKO many Spikes leads, though since he's so slow, they will often get at least two layers of entry hazards up. This set is slightly more aggressive than the other sets because its main purpose is to deal immediate damage early in the match. Spiritomb is quite versatile in terms of attacking with both physical and special attacks, meaning he will usually pose a huge problem for the opposing team early in the match. Furthermore, Spiritomb boasts great typing and good bulk, making him a difficult Pokemon to take down. Shadow Ball hits remarkably hard and can 2HKO many common leads in UU. Hidden Power Fighting gives Spiritomb perfect coverage, as it hits Normal- and Steel-types for super effective damage. Hidden Power Rock could replace Hidden Power Fighting in order to hit common leads such as Swellow and Moltres. Shadow Sneak is an absolute must in the third slot, as it prevents Alakazam and Mismagius from having an easy sweep. The final slot is a toss-up between Pursuit and Sucker Punch. Pursuit lets Spiritomb trap and OHKO Ghost- and Psychic-types, such as the aforementioned Alakazam and Mismagius. However, Sucker Punch is a decent alternative in order to strike faster Pokemon in tight situations for much more damage than Shadow Sneak could muster. With either Sucker Punch or Pursuit in his arsenal, Ambipom and Uxie will have to think twice before using U-turn on Spiritomb. Shadow Ball vs. 252 / 4 Uxie: 58.19% - 69.49% Shadow Ball vs. 252 / 0 Alakazam: 95.54% - 112.7% Shadow Ball vs. 252 / 4 Omastar: 50.87% - 60.17% Shadow Ball vs. 252 / 96 Cloyster: 67.11% - 79.28% Shadow Ball vs. 252 / 0 Spiritomb: 40.46 - 47.70% Shadow Ball vs. 192 / 0 Arcanine: 42.55% - 50.41% Shadow Ball vs. 252 / 0 Donphan: 51.04% - 60.42% The EVs are tailored to provide strong damage output physically and specially. With 244 HP EVs, Spiritomb will always survive Moltres's Life Orb Fire Blast at full health. 12 Speed EVs allow Spiritomb to outpace Steelix and Slowbro. Spooky Plate is required over Expert Belt because Spiritomb will use Shadow Ball on the common leads and needs the consistent 20% boost. Chansey, Registeel, and Clefable can handle hits from Spiritomb without breaking a sweat. As such, Blaziken and Hitmontop make great partners, since both have access to super effective STAB attacks to take them down. Additionally, Hitmontop can use Rapid Spin, which Spiritomb appreciates since he can't stop entry hazard leads from setting up. Without Hidden Power Rock, Spiritomb will also have his share of difficulties with Swellow. Defensively, Steelix and Regirock make excellent partners to provide Flying-type resistance and Stealth Rock support. Entry hazard users of your own will be appreciated, as Spiritomb will not set up hazards for your team. Furthermore, Spiritomb can block Rapid Spin from removing those hazards, and he can hit the common Rapid Spinners, Hitmontop, Blastoise, and Donphan, on their less invested defensive stat for plenty of damage.
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