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Official artwork of Spiritomb

#0442

Spiritomb

Gen IV

Forbidden Pokémon

GhostDark

Pokédex entry · Diamond

A Pokémon that was formed by 108 spirits. It is bound to a fissure in an odd keystone.

Height
1 m
Weight
108 kg
Base EXP
170
Growth
Medium
Catch rate

100/255Medium

Friendship

70/255

Base stats

HP50Attack92Defense108Speed35Sp. Def108Sp. Atk92
HP
50
Attack
92
Defense★
108
Speed
35
Sp. Def★
108
Sp. Atk
92

Total 485

High

EV yield +1 Defense · +1 Sp. Def

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP110157
Attack87158
Defense101176
Speed3695
Sp. Def101176
Sp. Atk87158
Total522920

About Spiritomb

Spiritomb’s evolutionary line ends with this single species: it does not evolve and does not come from another form. Its body is not a conventional physical creature, but a mass of spiritual energy bound to the fissure of a mystical keystone. Pokédex entries say that it was born from 108 spirits, some of which had an evil nature. A traveler sealed it with a spell as punishment for its misdeeds 500 years ago.

The stone is not just decorative support. It keeps the spirits together and limits their movements, although the entity still acts with hostility and can even cast curses with its thoughts. The design combines a cracked rock with a purple cloud of souls, topped with green eyes and small lights that circle around its face. Its category, Forbidden Pokémon, sums up that mixture of confinement, wrongdoing, and supernatural activity. It shares some of that sealed-creature feel with Sableye, but here its identity is tied to a multitude of spirits rather than an individual body.

Combat analysis

×2

Weakness

Fairy
×½

Resistance

Poison
×0

Immunity

NormalFightingPsychic

Spiritomb in depth

A prison made of spirits

Spiritomb’s concept starts with a spirit bound to a place and forced to carry a stone. The image fits the tradition of the ghost that cannot leave the site where it became bound, but the design adds a multitude of souls sharing the same prison. The keystone’s fissure works both as a face and as a seal. The lights surrounding its face are reminiscent of prayer beads, an association that fits the spiritual symbolism surrounding the number 108.

The English name combines spirit and tomb. The Japanese name, Mikaruge (ミカルゲ), is related to Japanese terms associated with granite and pumice stone. The mineral reference appears both in the stone containing it and in the irregular texture of its silhouette.

From a rival with no weaknesses to a Fairy-type target

Spiritomb debuted in Generation IV, and during its early appearances it had no type weaknesses under normal conditions. The arrival of the Fairy type changed that and gave it a direct counter. This change reduced the value of its defensive combination, although its immunities to Normal, Fighting, and Psychic remain useful.

In older generations, it had access to Pursuit, a tool that punished opponents trying to switch out, especially Ghost- and Psychic-type Pokémon. In the current games, that function is no longer part of its available movepool, so its role as a trapper depends more on Sucker Punch, Foul Play, and prediction. Losing that pressure when the opponent switches is very noticeable in long battles.

How to make the most of its slow turns

A Speed stat of 35 does not invite you to use it as a fast attacker. Spiritomb should switch in against moves that cannot damage it thanks to its immunities, especially Normal-, Fighting-, or Psychic-type attacks. From there, it can use Will-O-Wisp against a physical attacker, Taunt against a defender that relies on status moves, or Calm Mind if the opponent has no immediate answer.

Nasty Plot changes the approach and turns its 92 Special Attack into a more serious threat. Dark Pulse provides consistent damage, while Shadow Ball covers its other primary type. Rest and Sleep Talk allow for a more durable variant, but force it to accept turns of sleep and leave less room for utility moves. Curse helps wear opponents down, although its HP cost is awkward for a species that already starts at 50.

Pressure supports attrition-based plans. Protect, Substitute, and status moves can force the opponent to spend resources, but hazards and powerful hits drastically shorten its room to manoeuvre. Infiltrator is preferable when the opposing team relies heavily on Substitute or screens.

Similarities that make the difference

Sableye shares the Ghost and Dark combination and also bases much of its value on immunities and support play. Spiritomb has higher Defense and Special Defense, but lacks equally convenient recovery and has very low Speed. Mismagius applies more direct special pressure and has greater mobility, although it does not take attacks in the same way.

Against Dusknoir, Spiritomb stands out by spreading its offensive capabilities more evenly between Attack and Special Attack. Neither fully solves the recovery problem, and both appreciate having their team remove hazards from the field. The difference is that Spiritomb can use its Dark typing to threaten with Dark Pulse and Foul Play, while Dusknoir leans more towards Ghost-type moves and defensive support.

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