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No. 0442 C
Spiritomb

Spiritomb

Region
Sinnoh · 4ª generation
Rarity
Rare
Attack side
Mixed
As an enemy
Ranged
Recommended build C
  1. Start with this move Shadow Ball → Phantom Force
  2. 1st bond: fuse with move 1 Nasty Plot
  3. Bond 2: add to the group Hex → Poltergeist
  4. Bond 3: add to the group Hyper Beam → Prismatic Laser

Group damage 8,710/s (3,133 without the buff)

Estimate from the game’s formulas, not from matches. How we calculate

Recommended build

Bonds only come from winning a rift arena (1 per win). Fused moves fire together, each on its own cooldown, so the group’s damage is the sum.

  1. Start with this move Shadow Ball → Phantom Force Projectile · evolves with Reflexes
  2. 1st bond: fuse with move 1 Nasty Plot Buff · Deals no damage: builds SPECIAL ATTACK while active.
  3. Bond 2: add to the group Hex → Poltergeist Chain · evolves with Magnet
  4. Bond 3: add to the group Hyper Beam → Prismatic Laser Charge · evolves with Power

Group damage 8,710/s (3,133 without the buff)

Estimated damage per second against a horde, with every move evolved and the buff fully stacked. How we calculate

  • Buff in group
  • Hex ×1.7 on statused targets
  • Targets the boss first

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Magnet 1 is enough (unlocks the evolution)
  4. Sprint up to 2
  5. Armor up to 9
  6. Synthesis the rest

Item

Choice Band — ×1.4 damage but locks the active slot. Take it once the group is built (or always fuse into the active slot).

Focus Sash — the only protection against Arceus’ hits (1 extra life every 60 s).

Variant for after minute 30

In Arceus’ Judgment, legendaries double their HP and damage every 5 s. Slow, stun, pull and poison beat raw damage.

  1. Start with this move Body Slam → Giga Impact
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Bite → Crunch
  4. Bond 3: add to the group Lick → Shadow Punch
  • Buff in group
  • −25% damage taken (melee)
  • Slows

Moves it can learn

Estimated damage per second against a horde, with this Pokémon’s multiplier applied.

MovesTypeCategoryShapePower Nv1Nv5Evolution
Shadow Ball Ghost Special Projectile 59 345 1,333Reflexes
Hex Ghost Special Chain 73 396 925Magnet
Body Slam Normal Physical Melee 69 335 919Power
Bite Dark Physical Melee 57 333 914Power
Hyper Beam Normal Special Charge 164 486 874Power
Night Slash Dark Physical Spin 67 296 859Sprint
Tackle Normal Physical Melee 53 296 813Vigor
Quick Attack Normal Physical Dash 81 337 801Sprint
Dark Pulse Dark Special Nova 70 295 758Sprint
Ominous Wind Ghost Special Vortex 76 322 749Magnet
Sucker Punch Dark Physical Homing 38 257 741Power
Lick Ghost Physical Melee 50 270 741Power
Shadow Sneak Ghost Physical Homing 38 254 733Reflexes
Night Shade Dark Special Aura 68 406 731Synthesis
Rapid Spin Normal Physical Spin 55 242 703Sprint
Hyper Voice Normal Special Nova 54 238 623Reflexes
Substitute Normal Physical Turret 34 192 486Armor
Swords Dance Normal Status Buff Deals no damage: builds (physical) ATTACK while active.
Nasty Plot Normal Status Buff Deals no damage: builds SPECIAL ATTACK while active.
Agility Normal Status Buff Deals no damage: builds SPEED while active.
Harden Normal Status Buff Deals no damage: builds DEFENSE while active.

Damage taken by type

Weak

  • Fairy×1.6

Resists

  • Normal×0.3
  • Psychic×0.3
  • Fighting×0.48
  • Poison×0.6
  • Bug×0.96
  • Ghost×0.96
  • Dark×0.96

Sprites by

Anonymous, CHUNSOFT. SpriteCollab, CC BY-NC 4.0.