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442 - Spiritomb

Note

This Pokémon can be obtained through a special event. Find out more here.

Type

Version Type
All

Defenses

Immune ×0 Resistant ×¼ Resistant ×½ Normal ×1 Weak ×2 Weak ×4



 














 

Ability

Version Ability
All Pressure / Infiltrator

Base Stats

Version HP Atk Def SAtk SDef Spd BST
All 50 92 108 92 108 35 485

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Pursuit 40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
1 Confuse Ray - 100% 10 Confuses the target.
1 Spite - 100% 10 Lowers the PP of the target's last used move by 4.
1 Shadow Sneak 40 100% 30 Inflicts regular damage with no additional effect.
7 Feint Attack 60 - 20 Never misses.
10 Hypnosis - 60% 20 Puts the target to sleep.
13 Dream Eater 100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
16 Will-O-Wisp - 85% 15 Burns the target.
19 Ominous Wind 60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
22 Disable - 100% 20 Disables the target's last used move for 1-8 turns.
25 Curse - - 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
28 Shadow Ball 80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
31 Dark Pulse 80 100% 15 Has a 20% chance to make the target flinch.
34 Sucker Punch 70 100% 5 Only works if the target is about to use a damaging move.
37 Nasty Plot - - 20 Raises the user's Special Attack by two stages.
40 Memento - 100% 10 Lowers the target's Attack and Special Attack by two stages. User faints.
43 Pain Split - - 20 Sets the user's and targets's HP to the average of their current HP.
46 Destiny Bond - - 5 If the user faints this turn, the target automatically will, too.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
TM03 Water Pulse 60 100% 20 Has a 20% chance to confuse the target.
TM04 Calm Mind - - 20 Raises the user's Special Attack and Special Defense by one stage.
TM06 Toxic - 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power 60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day - - 5 Changes the weather to sunny for five turns.
TM12 Taunt - 100% 20 For the next few turns, the target can only use damaging moves.
TM15 Hyper Beam 150 90% 5 User foregoes its next turn to recharge.
TM17 Protect - - 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance - - 5 Changes the weather to rain for five turns.
TM21 Frustration - 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return - 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball 80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team - - 15 Raises the user's evasion by one stage.
TM34 Shock Wave 60 - 20 Never misses.
TM39 Rock Tomb 60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM41 Torment - 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade 70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power 70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest - - 10 User sleeps for two turns, completely healing itself.
TM45 Attract - 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief 60 100% 25 Takes the target's item.
TM49 Snatch - - 10 Steals the target's move, if it's self-targeted.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM61 Will-O-Wisp - 85% 15 Burns the target.
TM63 Embargo - 100% 15 Target cannot use held items.
TM66 Payback 50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact 150 90% 5 User foregoes its next turn to recharge.
TM70 Flash - 100% 20 Lowers the target's accuracy by one stage.
TM77 Psych Up - - 10 Discards the user's stat changes and copies the target's.
TM78 Captivate - 100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
TM79 Dark Pulse 80 100% 15 Has a 20% chance to make the target flinch.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM87 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute - - 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Move Tutor Icy Wind 55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Move Tutor Ominous Wind 60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
Move Tutor Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Move Tutor Spite - 100% 10 Lowers the PP of the target's last used move by 4.
Move Tutor Sucker Punch 70 100% 5 Only works if the target is about to use a damaging move.
Move Tutor Trick - 100% 10 User and target swap items.
Move Tutor Uproar 90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.