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 #442 Spiritomb
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Spiritomb
Japan: Mikaruge
ミカルゲ
French: Spiritomb
German: Kryppuk
Korean: 화강돌
National: #442
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Forbidden Pokémon 3'03"
1m
238.1lbs
108kg
1007,680
Abilities: Pressure - Infiltrator (Hidden Ability)
Pressure: When this Pokémon is hit by a move, the opponent’s PP lowers by 2 rather than 1.
Hidden Ability (Available):
Infiltrator: The protections and stat boosts caused by the moves Substitute, Reflect, Light Screen and Safeguard by the opponent are ignored.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,000,000 Points
Medium Fast
70 1 Defense Point(s)
1 Sp. Defense Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
DexNav

Smoke Ball
%
Amorphous
Evolutionary Chain
Locations
X Friend Safari
Y Friend Safari
Omega Ruby Sea MauvilleDetails
Alpha Sapphire Sea MauvilleDetails
Trainer Locations  Details
Generation VI Level Up
LevelAttack NameTypeAppealJam
Curse  
Causes the user to move later on the next turn.
Pursuit
Badly startles Pokémon that used a move of the same type.
Confuse Ray  
Badly startles Pokémon that the audience has high expectations of.
Spite
Badly startles all Pokémon that successfully showed their appeal.
Shadow Sneak  
Causes the user to move earlier on the next turn.
7 Feint Attack  
Works great if the user goes first this turn.
13 Hypnosis
Startles all of the Pokémon to act before the user.
19 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
25 Ominous Wind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
31 Sucker Punch  
Excites the audience a lot if used first.
37 Nasty Plot  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
43 Memento  
A move of huge appeal, but using it prevents the user from taking further contest moves.
49 Dark Pulse  
Quite an appealing move.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM39 Rock Tomb  
Makes audience expect little of other contestants.
TM41 Torment  
Makes the remaining Pokémon nervous.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM46 Thief  
Shows off the Pokémon’s appeal about as well as the move used just before it.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM60 Quash  
Causes the user to move earlier on the next turn.
TM61 Will-O-Wisp  
Makes audience expect little of other contestants.
TM63 Embargo  
Brings down the energy of any Pokémon that have already used a move this turn.
TM67 Retaliate  
Affected by how well the previous Pokémon's move went.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM83 Infestation  
Temporarily stops the crowd from growing excited.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM95 Snarl  
Makes the audience quickly grow bored when an appeal move has little effect.
TM97 Dark Pulse  
Quite an appealing move.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Egg Moves (Details)
Attack NameTypeAppealJam  
Captivate   Details
Makes the audience quickly grow bored when an appeal move has little effect.
Destiny Bond   Details
A move of huge appeal, but using it prevents the user from taking further contest moves.
Foul Play   Details
Shows off the Pokémon’s appeal about as well as the move used just before it.
Grudge Details
Startles all other Pokémon. User cannot act in the next turn.
Imprison   Details
Temporarily stops the crowd from growing excited.
Nightmare Details
Startles all of the Pokémon to act before the user.
Pain Split   Details
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Shadow Sneak   Details
Causes the user to move earlier on the next turn.
Smokescreen Details
Prevents the user from being startled one time this turn.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Foul Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Pain Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Shock Wave  
Works great if the user goes first this turn.
Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Spite
Badly startles all Pokémon that successfully showed their appeal.
Trick
Badly startles Pokémon that used a move of the same type.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Water Pulse  
Makes audience expect little of other contestants.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Silver Wind   Gen IV 318
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 485 50 92 108 92 108 35
Max Stats
Hindering Nature
Lv. 50 110 - 157 87 - 129 101 - 144 87 - 129 101 - 144 36 - 78
Lv. 100 210 - 304 170 - 254 198 - 283 170 - 254 198 - 283 67 - 152
Max Stats
Neutral Nature
Lv. 50 110 - 157 97 - 144 113 - 160 97 - 144 113 - 160 40 - 87
Lv. 100 210 - 304 189 - 283 221 - 315 189 - 283 221 - 315 75 - 169
Max Stats
Beneficial Nature
Lv. 50 110 - 157 106 - 158 124 - 176 106 - 158 124 - 176 44 - 95
Lv. 100 210 - 304 207 - 311 243 - 346 207 - 311 243 - 346 82 - 185

<--- #441
Chatot
#443
Gible
--->

 
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