#0442:
Spiritomb
Types:
Size:
0.99m, 108.00kgGrass Knot: 100
Pressure,
Cursed Body,
Infiltrator (H)
Evolutions
Does Not Evolve
Moves learnt via level-up
1
Confuse Ray
Ghost
Accuracy
100
PP
16
The target is exposed to a sinister ray that triggers confusion.
1
Night Shade
Ghost
Power
1
Accuracy
100
PP
24
The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level.
1
Spite
Ghost
Accuracy
100
PP
16
The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
1
Shadow Sneak
Ghost
Power
40
Accuracy
100
PP
48
The user extends its shadow and attacks the target from behind. This move always goes first.
7
Payback
Dark
Power
50
Accuracy
100
PP
16
The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.
7
Feint Attack
Dark
Power
60
Accuracy
--
PP
32
The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.
10
Hypnosis
Psychic
Accuracy
60
PP
32
The user employs hypnotic suggestion to make the target fall into a deep sleep.
13
Dream Eater
Psychic
Power
100
Accuracy
100
PP
24
The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.
16
Will-O-Wisp
Fire
Accuracy
85
PP
24
The user shoots a sinister flame at the target to inflict a burn.
19
Hex
Ghost
Power
65
Accuracy
100
PP
16
This relentless attack does massive damage to a target affected by status conditions.
25
Disable
Normal
Accuracy
100
PP
32
For four turns, this move prevents the target from using the move it last used.
25
Ominous Wind
Ghost
Power
60
Accuracy
100
PP
8
The user blasts the target with a gust of repulsive wind. This may also raise all the user's stats at once.
25
Curse
Ghost
Accuracy
--
PP
16
A move that works differently for the Ghost type than for all other types.
28
Shadow Ball
Ghost
Power
80
Accuracy
100
PP
24
The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
31
Dark Pulse
Dark
Power
80
Accuracy
100
PP
24
The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.
34
Sucker Punch
Dark
Power
70
Accuracy
100
PP
8
This move enables the user to attack first. This move fails if the target is not readying an attack.
37
Nasty Plot
Dark
Accuracy
--
PP
32
The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.
40
Memento
Dark
Accuracy
100
PP
16
The user faints when using this move. In return, this harshly lowers the target’s Attack and Sp. Atk stats.
43
Pain Split
Normal
Accuracy
--
PP
32
The user adds its HP to the target’s HP, then equally shares the combined HP with the target.
46
Destiny Bond
Ghost
Accuracy
--
PP
8
After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.
49
Strength Sap
Grass
Accuracy
100
PP
16
The user restores its HP by the same amount as the target’s Attack stat. It also lowers the target’s Attack stat.
Moves learnt via Technical Machine
Water Pulse
Water
Power
60
Accuracy
100
PP
32
The user attacks the target with a pulsing blast of water. This may also confuse the target.
Calm Mind
Psychic
Accuracy
--
PP
32
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
Toxic
Poison
Accuracy
90
PP
16
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
Hidden Power
Normal
Power
60
Accuracy
100
PP
24
A unique attack that varies in type depending on the Pokémon using it.
Sunny Day
Fire
Accuracy
--
PP
8
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
Taunt
Dark
Accuracy
100
PP
32
The target is taunted into a rage that allows it to use only attack moves for three turns.
Hyper Beam
Normal
Power
150
Accuracy
90
PP
8
The target is attacked with a powerful beam. The user can’t move on the next turn.
Protect
Normal
Accuracy
--
PP
16
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Rain Dance
Water
Accuracy
--
PP
8
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
Dream Eater
Psychic
Power
100
Accuracy
100
PP
24
The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.
Psychic
Psychic
Power
90
Accuracy
100
PP
16
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.
Shadow Ball
Ghost
Power
80
Accuracy
100
PP
24
The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
Double Team
Normal
Accuracy
--
PP
24
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Shock Wave
Electric
Power
60
Accuracy
--
PP
32
The user strikes the target with a quick jolt of electricity. This attack never misses.
Rock Tomb
Rock
Power
60
Accuracy
95
PP
24
Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement.
Torment
Dark
Accuracy
100
PP
24
The user torments and enrages the target, making it incapable of using the same move twice in a row.
Facade
Normal
Power
70
Accuracy
100
PP
32
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
Rest
Psychic
Accuracy
--
PP
16
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
Attract
Normal
Accuracy
100
PP
24
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
Thief
Dark
Power
60
Accuracy
100
PP
40
The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.
Endure
Normal
Accuracy
--
PP
16
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Will-O-Wisp
Fire
Accuracy
85
PP
24
The user shoots a sinister flame at the target to inflict a burn.
Nasty Plot
Dark
Accuracy
--
PP
32
The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.
Payback
Dark
Power
50
Accuracy
100
PP
16
The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.
Giga Impact
Normal
Power
150
Accuracy
90
PP
8
The user charges at the target using every bit of its power. The user can’t move on the next turn.
Flash
Normal
Accuracy
100
PP
32
The user flashes a light that lowers the target’s accuracy. It can also be used to illuminate caves.
Psych Up
Normal
Accuracy
--
PP
16
The user hypnotizes itself into copying any stat change made by the target.
Snarl
Dark
Power
55
Accuracy
95
PP
24
The user yells as if it’s ranting about something, which lowers the Sp. Atk stats of opposing Pokémon.
Dark Pulse
Dark
Power
80
Accuracy
100
PP
24
The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.
Sleep Talk
Normal
Accuracy
--
PP
16
While it is asleep, the user randomly uses one of the moves it knows.
Swagger
Normal
Accuracy
85
PP
24
The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.
Substitute
Normal
Accuracy
--
PP
16
The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.
Moves learnt via breeding
Destiny Bond
Ghost
Accuracy
--
PP
8
After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.
Grudge
Ghost
Accuracy
--
PP
8
If the user faints, the user’s grudge fully depletes the PP of the opponent’s move that knocked it out.
Pain Split
Normal
Accuracy
--
PP
32
The user adds its HP to the target’s HP, then equally shares the combined HP with the target.
Smokescreen
Normal
Accuracy
100
PP
32
The user releases an obscuring cloud of smoke or ink. This lowers the target’s accuracy.
Disable
Normal
Accuracy
100
PP
32
For four turns, this move prevents the target from using the move it last used.
Imprison
Psychic
Accuracy
--
PP
16
If opposing Pokémon know any move also known by the user, they are prevented from using it.
Shadow Sneak
Ghost
Power
40
Accuracy
100
PP
48
The user extends its shadow and attacks the target from behind. This move always goes first.
Foul Play
Dark
Power
95
Accuracy
100
PP
24
The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.
Moves learnt via Tutor
Snore
Normal
Power
50
Accuracy
100
PP
24
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Ally Switch
Psychic
Accuracy
--
PP
24
The user teleports using a strange power and switches places with one of its allies.
Self-Destruct
Normal
Power
200
Accuracy
100
PP
8
The user attacks everything around it by causing an explosion. The user faints upon using this move.
Spite
Ghost
Accuracy
100
PP
16
The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
Uproar
Normal
Power
90
Accuracy
100
PP
16
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
Ominous Wind
Ghost
Power
60
Accuracy
100
PP
8
The user blasts the target with a gust of repulsive wind. This may also raise all the user's stats at once.
Wonder Room
Psychic
Accuracy
--
PP
16
The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.
Pain Split
Normal
Accuracy
--
PP
32
The user adds its HP to the target’s HP, then equally shares the combined HP with the target.
Trick
Psychic
Accuracy
100
PP
16
The user catches the target off guard and swaps its held item with its own.
Icy Wind
Ice
Power
55
Accuracy
95
PP
24
The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.
Sucker Punch
Dark
Power
70
Accuracy
100
PP
8
This move enables the user to attack first. This move fails if the target is not readying an attack.
Foul Play
Dark
Power
95
Accuracy
100
PP
24
The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.