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Thread: Final Gen V POTW

  1. #1
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    Default Final Gen V POTW

    Time for the final POTW. To tie in with the end of Gen V, and Halloween, it's Spiritomb!



    In Gen V, Spiritomb has no weakness and significant defences

    http://www.serebii.net/pokedex-bw/442.shtml

    Go nuts

  2. #2
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    Spiritomb!
    OK, that aside, this Pokemon was infamous as one of the few Pokemons that naturally have no weaknesses. While this, in theory, is great, Spiritomb has a few problems. While it's Dark/Ghost typing doesn't give it any weaknesses this generation, it lacked resistances, having only one resistance and 3 immunities, meaning it still needs to watch out for strong neutral hits.
    Last edited by battle171; 20th October 2013 at 2:23 PM.
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  3. #3
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    The first pokemon with no weaknesses that was actually able to abuse it, Spiritomb has a lot going for it.

    Pros: Spiritomb’s typing is fantastic: 3 immunities and no weaknesses are fantastic, but type isn’t all that matters {look at Sableye before 5th gen}. Unlike its 3rd gen brother Spiritomb has a bit more going for it in the stats department. 92 in both attacks is decent and definitely usable, but 108 defenses + no weaknesses = the makings of a great wall. Even though Pressure is standard fare for many pokemon, Spiritomb ranks as one of its better users due to its general ability at walling. Spiritomb’s moveset is what you would expect of a ghost and dark type, having many moves like Toxic, Hypnosis, and Will-o-Wisp to sabotage opponents and Pain Split as pseudo recovery.

    Cons: While Spiritomb’s defenses are great, its HP sabotages its general tankiness, leaving it to fall prey to stronger attacks. In addition, its speed is abysmal, approaching Ferrothorn like levels, which does shut down several options for it outside of Trick Room. Finally, although rare, pokemon with Scrappy or Foresight can bypass Spiritomb’s perfect typing and hit it with super effective Fighting moves.

    The Verdict: Voted best non-dream world pokemon with no weaknesses. Spiritomb has a lot going for it, and if you don’t treat it with care, it will make your battle a living hell.

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  4. #4
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    Spiritomb is one of the few Pokémon I know of that can handle Wobbuffet 1-on-1 with little effort. Start off with Spite to screw over Encore's PP, Pain Split to recover off of Wobbuffet's large HP pool, and Pressure Ability handles the rest.

    Stats:
    -HP - Mediocre - Base 50 is middling on the road from Bad to Average. Could be better, but you have options around this (like Pain Split).
    -Attack & Sp.Atk - Good - Base 92 isn't the best, but it's not bad for offense, especially since both attacks are even.
    -Defense & Sp.Def - Great - Base 108 is really fun to work with, especially when you consider the Pain Split tanking option.
    -Speed - Good (Trick Room) - Base 35 is a huge asset in Trick Room and against Gyro Ball users. Just beware of Electro Ball.

    Abilities:
    -Pressure - Tank-y AND access to this Ability? Sign me up! The extra PP used by opponents to take Spiritomb down, especially after Pain Split and Toxic/Will-o-Wisp, wears out an opponent faster than you can say Pikachu...
    -Infiltrator - Not the best, but consider Gen VI will also allow it to pierce Substitutes...for now, we're still looking at Gen V, though.
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  5. #5
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    Spiritomb @ Choice Specs
    Modest/Quiet
    Pressure
    252 Hp/252 SAtk/4 SDef
    -Trick
    -Shadow Ball/Dark Pulse
    -Psychic
    -Water Pulse

    Choice Band is quite popular, so a Choice Specs set is a surprise Trick is to still screw over the walls like alomomola, 2nd slot is your STAB move of choice. Dark Pulse will never flinch with this abysmal speed stat, so Shadow Ball is preferred for SDef drops. Note that Dark Pulse is your best option at hitting Normal types. Psychic is to 2HKO Hitmonchan while it Foresights you and spins, only to die afterwards. Better switch out after Foresight cuz most people aren't fools and will kill you with a SE Fighting type move. Water Pulse finally for filler, could run HP Fire as well.

    Spiritomb @ Leftovers
    Bold/Relaxed
    Pressure
    252 Hp/252 Def/4 SAtk
    -Rest
    -Sleep Talk
    -Calm Mind
    -Dark Pulse/Shadow Ball

    Pretty self-explanatory. Here DPulse as main STAB, so nothing completely walls you. Careful for phazers.
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  6. #6
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    Aah, Spiritomb. A Pokemon that is surprisingly average. With one look at its stats, you would think this is a pretty good, well rounded Pokemon. With its Dark/Ghost typing giving it no weaknesses, it seems like an extremely potent defensive Pokemon. Then we get to the movepool. Oh, lord, its movepool. With a viable offensive movepool consisting of Ghost, Dark, and Psychic attacks, it's a wonder how it ever gets past Dark and Steel types. (Hint: It doesn't) Defensively, its typing is a double-edged sword, giving it only one resistance and three immunities. It lacks a reliable recovery move, and will often fall to powerful neutral hits. However, this collection of 108 naughty spirits make one of the best Pursuit trappers the RU tier has ever seen.

    108 Choice Bands
    Spiritomb @ Choice Band
    Trait: Pressure
    Adamant Nature
    EVs: 248 HP/252 Atk/8 SDef
    - Shadow Sneak
    - Pursuit
    - Sucker Punch
    - Trick

  7. #7
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    Spiritomb is not the greatest Pokemon out there. Decent defenses, meh offensive stats but a horrible Speed and HP. Not really the best defensive wall, neither can it be the best attacker. It certainly can be mixed, but it is up to you to make Spiritomb work in competitive play.

    The Spirit of attacking
    Item: Leftovers
    Nature: Modest
    Trait: Pressure
    - Nasty Plot/Calm Mind
    - Dark Pulse/Shadow Ball
    - Sucker Punch/Shadow Sneak
    - Hidden Power Fighting/Status Move

    The set is meant to be a specially offensive set, and let's Spiritomb's natural bulk sit while it deals out some heavy damage. The first slot is for setting up, although it depends if you want the Special Defense boost alongside the Special Attack (Calm Mind), or if you want to just go full on Special Attack boost only with Nasty Plot. Then in comes down to which priority move you want. Shadow Sneak is guaranteed to hit (if it is not normal type) regardless of what the opponent is doing, or you can go for the more powerful Sucker Punch but has risk depending on whether the opponent choose to use an attacking move or not. A priority move is required due to Spiritomb's speed being horrible. The other move should not be of similar type to the priority move, making this slot your primary STAB attack for dealing damage. The final slot is up to you. HP fighting for Steels and Darks (no Scrappy normals in RU), although that may not do quite enough damage, and is probably better to switch out. You could always use the last slot for a status move to cripple the foe, like keeping a Choice Scarf on and using trick, or just a simple Willow Wisp.

    KEEP IN MIND:
    In doubles/triples, skill swapping Wonder Guard onto Spiritomb may be a good idea in theory, but it will still be vulnerable to Toxic, Sandstorm or Hail, Roar and other moves. You can easily be forced to switch and the skill swapping would become useless. Don't bother using that strategy, there is no point in wasting that time and going through the hassle of Skill Swapping the Wonder Guard ability when you can do better things with your Pokes during that time.

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  8. #8
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    Spiritomb... A lucky pokemon that got blessed with the only typing that have naturally no weaknesses. That up until gen 6... Well fairy type messed a lot of pokemon!

    Spiritomb has a lot going for it, besides it's tanking capabilities, it has a good way of dealing damage. With 92 BS in attack, one cannot take it attacks slightly especially it's sucker punches. Also with access to toxic\will-o-wisp it can usually cripple something before dying.

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  9. #9
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    My thoughts, upon examining its stats, make me believe that Spiritomb could work well defensively or EV trained in special stats. However, I can't find a decent way to support the former moveset, so my advise would be to train in mostly the special stats.

    Spiritomb@ Choice Specs
    Ability: Infiltrator
    Modest/Calm
    252 SpA, 252 SpD, 4 HP

    -Calm Mind
    -Hypnosis
    -Dream Eater
    -Dark Pulse

    I do admit, I'm not exactly good at creating movesets, being a competitive newbie, but this is one I feel more confident in. My thoughts would not be to start off with Calm Mind, but Hypnosis. While the Pokémon's asleep, buff up the stats with Calm Mind until you feel satisfied with the SpA and SpD you've built up, Hypnotising again when necessary. After this, I would advise that you use Dream Eater and Dark Pulse until the Pokémon goes down. Dream Eater is also a sufficiently effective way to heal when in trouble, so if you're low on HP and your opponent is asleep, then spam it until the cows come home.

    Just be warned: remember that the opponent can still switch, and, if typical clauses apply, then having every Pokémon asleep would pretty much disqualify you. Keep a track on how many Pokémon you've used Hypnosis on, and if necessary, switch to another Pokémon. You'll have to rebuild your stats, but better than having it faint.

    Another warning: Foresight is your worst enemy when using Spiritomb. If you are unlucky enough to fight an opponent with it, then not only will Spiritomb be hittable by Fighting-type moves, but they'll be super effective due to its Dark sub-type.
    Last edited by Earth Wolf-Howl; 21st October 2013 at 8:50 PM.
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  10. #10
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    Spirtomb@choice band
    Pressure
    Brave/Adamant
    252att/248Hp/8Spdef
    Trick
    shadow sneak
    pursuit
    sucker punch

    The main set used for spiritomb. This set is used to trick a wall choice band cripllign it aswell as using priority to defeat weaker foes and to trap via pursuit. Not much else to this set. Blackglasses are an option over choice band if you wish to use will-o-wisp over trick

    Spiritomb@leftovers
    Pressure
    Quiet/Modest
    252hp/252Def/4spdef
    Calm mind
    Dark Pulse
    rest
    sleep talk

    Not a very common set however spiritomb's great niche of having no weaknesses allows this set to be fairly effective. Using dark pulse as the only attack it is able to hit any pokemon in the metagame, due to no dark immunities.


    Overall spiritomb has a very shallow movepool and is a lackluster threat at best if used correctly it can be decent on a trick room team but all of its roles it can be filled by a more prominent threat


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  11. #11
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    "Debilitating Shadow"
    Stats: Modest, Max Defense & Sp.Def, rest Sp.Atk or Speed, 0 HP IV
    Ability: Pressure
    Item: Leftovers
    Moves: Pain Split, Foul Play, Icy Wind, Memento

    Strategy: Odd setup, I know, but Pain Split can rip huge holes in high HP Pokémon with impunity. Icy Wind is there as a debuff, not actual offense, and Foul Play works off your opponent's Attack, so you aren't losing much from a Modest Nature. Memento is a final slap in the face to an opponent.

    "Spiritomb Raider"
    Stats: Modest, Max Sp.Atk, even split rest between Defense & Sp.Def
    Ability: Pressure
    Item: Life Orb
    Moves: Foul Play, Shadow Ball, Psychic, Pain Split

    Strategy: A variant of Mixed that doesn't care about your own Attack Stat. Pain Split is recovery, Foul Play is STAB that uses your opponent's Attack, Shadow Ball is STAB for things with high Defense/low Attack, and Psychic is there for coverage (what little there is). Beware of Dark Types.
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