#442 Spiritomb

General Location Attacks Stats Egg Moves
Gen IX Dex Gen VIII Dex Gen VII Dex Gen VI Dex Gen V Dex
Gen IV Dex
Champions Pokédex

Picture
Normal SpriteShiny Sprite
Name Other Names No. Gender Ratio Type
Spiritomb
Japan: Mikaruge
ミカルゲ
French: Spiritomb
German: Kryppuk
Korean: 화강돌
National: #442
Male :50%
Female :50%
Ghost-type Dark-type
Classification Height Weight
Forbidden Pokémon 3'03"
1m
238.1lbs
108kg
Abilities: Pressure - Infiltrator
Pressure: When this Pokémon is hit by a move, the opponent’s PP lowers by 2 rather than 1.
Infiltrator: The protections and stat boosts caused by the moves Substitute, Reflect, Light Screen and Safeguard by the opponent are ignored.

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*0 *1 *1 *1 *1 *1 *0 *0.5 *1 *1 *0 *1 *1 *1 *1 *1 *1 *2
Evolutionary Chain
Spiritomb

Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Ally Switch Ally Switch - Psychic-type Ally Switch: Other Move -- 101 16 --
The user switches spots with one of its allies. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 16 30
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Burning Jealousy Burning Jealousy - Fire-type Burning Jealousy: Special Move 70 100 8 100
Burns targets if their stats were boosted during the turn this move is used.
Calm Mind Calm Mind - Psychic-type Calm Mind: Other Move -- 101 20 --
Boosts the user's Sp. Atk and Sp. Def stats by 1 stage.
Confuse Ray Confuse Ray - Ghost-type Confuse Ray: Other Move -- 100 12 --
Confuses the target.
Curse Curse - Ghost-type Curse: Other Move -- 101 12 --
Ghost-type: The user loses 1/2 of its max HP to give the target the Cursed status.
Non-Ghost-type: Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dark Pulse Dark Pulse - Dark-type Dark Pulse: Special Move 80 100 16 20
Has a 20% chance of making the target flinch.
Destiny Bond Destiny Bond - Ghost-type Destiny Bond: Other Move -- 101 8 --
The user gains the Destiny Bound status. This move fails if used in succession.
Disable Disable - Normal-type Disable: Other Move -- 100 20 --
Gives the target the Move Disabled status for 4 turns.
Endure Endure - Normal-type Endure: Other Move -- 101 12 --
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Facade Facade - Normal-type Facade: Physical Move 70 100 20 --
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Foul Play Foul Play - Dark-type Foul Play: Physical Move 95 100 16 --
The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Helping Hand Helping Hand - Normal-type Helping Hand: Other Move -- 101 20 --
Boosts the power of an ally's move by 50% during the turn this move is used.
Hex Hex - Ghost-type Hex: Special Move 65 100 12 --
This move's power is doubled if the target has a status condition.
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Hypnosis Hypnosis - Psychic-type Hypnosis: Other Move -- 60 20 --
Puts the target to sleep.
Icy Wind Icy Wind - Ice-type Icy Wind: Special Move 55 95 16 --
Lowers targets' Speed stats by 1 stage.
Imprison Imprison - Psychic-type Imprison: Other Move -- 101 12 --
The user gains the Sealing Off status.
Lash Out Lash Out - Dark-type Lash Out: Physical Move 75 100 8 --
This move's power is doubled if the user's stats were lowered during the turn this move is used.
Memento Memento - Dark-type Memento: Other Move -- 100 12 --
Lowers the target's Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
Nasty Plot Nasty Plot - Dark-type Nasty Plot: Other Move -- 101 20 --
Boosts the user's Sp. Atk stat by 2 stages.
Night Shade Night Shade - Ghost-type Night Shade: Special Move ?? 100 16 --
Deals 50 HP of damage.
Pain Split Pain Split - Normal-type Pain Split: Other Move -- 101 20 --
The user adds its remaining HP to the target's remaining HP then splits the total in half for them to share.
Payback Payback - Dark-type Payback: Physical Move 50 100 12 --
This move's power is doubled if the user attacks after the target.
Phantom Force Phantom Force - Ghost-type Phantom Force: Physical Move 90 100 12 --
The user gains the Concealed status on the turn this move is used then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Poltergeist Poltergeist - Ghost-type Poltergeist: Physical Move 110 90 8 --
This move fails if the target isn't holding an item.
Protect Protect - Normal-type Protect: Other Move -- 101 8 --
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Psychic Psychic - Psychic-type Psychic: Special Move 90 100 12 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psyshock Psyshock - Psychic-type Psyshock: Special Move 80 100 12 --
This is a special move but the damage it deals is calculated using the target's Defense stat.
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 8 --
Summons rain for 5 turns.
Rest Rest - Psychic-type Rest: Other Move -- 101 8 --
Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Rock Tomb Rock Tomb - Rock-type Rock Tomb: Physical Move 60 95 16 --
Lowers the target's Speed stat by 1 stage.
Round Round - Normal-type Round: Special Move 60 100 16 --
If multiple Pokémon use this move in the same turn the second user onward will act immediately after the first and the power of the second Round onward will be doubled.
Scary Face Scary Face - Normal-type Scary Face: Other Move -- 100 12 --
Lowers the target's Speed stat by 2 stages.
Shadow Ball Shadow Ball - Ghost-type Shadow Ball: Special Move 80 100 16 20
Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Sneak Shadow Sneak - Ghost-type Shadow Sneak: Physical Move 40 100 20 --
Skill Swap Skill Swap - Psychic-type Skill Swap: Other Move -- 101 12 --
The user and the target swap their Abilities.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 12 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snarl Snarl - Dark-type Snarl: Special Move 55 95 16 --
Lowers targets' Sp. Atk stats by 1 stage.
Snore Snore - Normal-type Snore: Special Move 50 100 16 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spite Spite - Ghost-type Spite: Other Move -- 100 12 --
Removes 4 PP from the move last used by the target.
Stored Power Stored Power - Psychic-type Stored Power: Special Move 20 100 12 --
This move's power is increased by 20 for each stage that the user's stats have been boosted.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 12 --
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sucker Punch Sucker Punch - Dark-type Sucker Punch: Physical Move 70 100 8 --
This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Sunny Day Sunny Day - Fire-type Sunny Day: Other Move -- 101 8 --
Summons harsh sunlight for 5 turns.
Taunt Taunt - Dark-type Taunt: Other Move -- 100 20 --
Gives the target the Taunted status.
Thief Thief - Dark-type Thief: Physical Move 60 100 20 --
If the user is not already holding an item it steals the target's held item.
Toxic Toxic - Poison-type Toxic: Other Move -- 90 12 --
Badly poisons the target. If the user is a Poison type this move will never miss.
Trick Trick - Psychic-type Trick: Other Move -- 100 12 --
The user and the target swap their held items.
Trick Room Trick Room - Psychic-type Trick Room: Other Move -- 101 8 --
Gives the entire field the Trick Room status for 5 turns.
Uproar Uproar - Normal-type Uproar: Special Move 90 100 12 --
The user gains the Uproar status.
Will-O-Wisp Will-O-Wisp - Fire-type Will-O-Wisp: Other Move -- 85 16 --
Burns the target.
Wonder Room Wonder Room - Psychic-type Wonder Room: Other Move -- 101 12 --
Gives the entire field the Wonder Room status for 5 turns.



Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 485 50 92 108 92 108 35
Max Stats
Hindering Nature
Standard 125 - 157 100 - 129 115 - 144 100 - 129 115 - 144 49 - 78
Max Stats
Neutral Nature
Standard 125 - 157 112 - 144 128 - 160 112 - 144 128 - 160 55 - 87
Max Stats
Beneficial Nature
Standard 125 - 157 123 - 158 140 - 176 123 - 158 140 - 176 60 - 95
50
92
108
35
108
92

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