Last updated: 2026-07-27

Related Pokemon
When the Pokémon enters a battle, it restores 1/4 of its ally’s max HP.
Halves the damage the Pokémon takes from Fire-type moves and from being burned.
Grass/Ghost has B106 physical bulk and C121 Special Attack, and its mainstream set is a special tank that uses Leftovers around Bold + Heatproof while staying in with Strength Sap/Calm Mind. It attacks with dual STAB Matcha Gotcha and Shadow Ball, then looks to seal games with Calm Mind.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Physical Wall Calm Mind
Can stop physical attackers with Strength Sap and Matcha Gotcha
Sinistcha
| HP | 178 | 32 | |
|---|---|---|---|
| Atk↓ | 72 | - | |
| Def↑ | 173 | 32 | |
| SpA | 141 | - | |
| SpD | 102 | 2 | |
| Spe | 90 | - |
Matcha Gotcha or Strength Sap and other healing to deflect physical attackers — a physical wall Sinistcha. After weakening physical attackers with Strength Sap's Attack drop, it safely Calm Mind to fortify itself — that's the composition.
Hex and Scald also recommended
a reliable Ghost-type move with solid accuracy and powerShadow Ball — besides this, Matcha Gotcha which capitalizes on burn, Hex, and as a way to hit Fire types, Scald and others are options. Customize based on what role Sinistcha is meant to fill.
For the held item,
Sitrus Berry is also an option. With a Sitrus Berry, by consuming it, Poltergeist becomes very strong against Ghost-type Pokémon that rely on it. Use it interchangeably with
Leftovers, which can fight tenaciously with passive recovery.
Switched in against favorable physical opponents, Strength Sap to absorb the opponent's attacks is its main role. With a move that heals while attacking, Matcha Gotcha to pressure the opponent, and when an opening appears, Calm Mind to boost its stats, completely dominates a board skewed toward physical attackers — its role.
A physical attacker whose weaknesses aren't exploited
Sinistcha, as long as its weaknesses aren't exploited, can tank almost any physical attacker.A healing move that is highly effective when facing physical attackers, Strength Sap as its core, deflect the opponent's attacks.
Example Favorable Matchups
High-power Special Attackers
Sinistcha has plenty of counterplay against physical attackers, but taking a hit from a high-power special attacker can be fatal. Set up Calm Mind in advance, or if you face a special attacker, switch to a benched Pokémon.
Example Threats
Doubles Hospitality
Hospitality heals allies — Doubles support build.
Sinistcha
| HP | 177 | 31 | |
|---|---|---|---|
| Atk↓ | 72 | - | |
| Def↑ | 144 | 5 | |
| SpA | 141 | - | |
| SpD | 130 | 30 | |
| Spe | 90 | - |
With HP/Sp.Def EVs, it halves weak-point Ghost moves with
Kasib Berry to secure more turns of action — a support Sinistcha.Hospitality recovers ally HP or Rage Powder to protect allies from the opponent's attacks while setting up the battle.
EV Allocation Intent
By allocating EVs to HP and Sp.Def, it becomes easier to survive even super-effective moves. Additionally,
Kasib Berry allows it to survive Mega Gengar's Shadow Ball as well as Basculegion's 150-power Last Respects as well.
Shadow Ball and recovery moves are also recommended
Shadow Ball and recovery moves are also recommended. Shadow Ball is a STAB move, and Matcha Gotcha can also deal damage to Pokémon that halve it. Additionally, for recovery moves there is Life Dew or Strength Sap, which suits the bulky Sinistcha.
Heals ally via ability and self-deploys Trick Room to flip Speedas field-builder. Drawing opponent attacks, attack+heal signature move keeps it on field.
Fire-type Pokémon
It is weak to Fire-type Pokémon. Fire-type moves hit a weakness, and on top of that Matcha Gotcha is halved and you can't aim for a burn either. When facing a threatening Pokémon, Protect or switching to avoid taking the move, defeat it with an ally's move.
Example Threats
Type
Category
Target
Properties
35 / 35
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Uproar | Normal | Spec | 90 | 100 | 12 | Sound | Random Foe | The user gains the Uproar status. |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | The user copies the target’s stat changes. | |
| Pain Split | Normal | Stat | - | - | 20 | 1 Foe | The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Leaf Storm | Grass | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Solar Beam | Grass | Spec | 120 | 100 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | |
| Energy Ball | Grass | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Matcha Gotcha | Grass | Spec | 80 | 90 | 16 | All Foes | Has a 20% chance of burning targets. The user’s HP is restored by 1/2 of the damage dealt by this move. | |
| Giga Drain | Grass | Spec | 75 | 100 | 12 | 1 Foe | The user’s HP is restored by 1/2 of the damage dealt by this move. | |
| Strength Sap | Grass | Stat | - | 100 | 12 | 1 Foe | Restores the user’s HP by an amount equal to the target’s Attack stat. Lowers the target’s Attack stat by 1 stage. | |
| Grassy Terrain | Grass | Stat | - | - | 12 | Whole Field | Turns the entire field into Grassy Terrain for 5 turns. | |
| Stun Spore | Grass | Stat | - | 75 | 20 | Powder | 1 Foe | Paralyzes the target. This has no effect on Electric-type or Grass-type Pokémon or Pokémon unaffected by powder. |
| Scald | Water | Spec | 80 | 100 | 16 | 1 Foe | Has a 30% chance of burning the target. Cures the user and target of being frozen. | |
| Life Dew | Water | Stat | - | - | 12 | All Allies | Restores 1/4 of the max HP of the user and its allies. | |
| Rage Powder | Bug | Stat | - | - | 20 | Powder | Self | The user redirects opponents’ moves toward itself. This effect works only on single-target moves. |
| Trick Room | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Trick Room status for 5 turns. Using it again while the Trick Room status is active ends the Trick Room status. | |
| Calm Mind | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | |
| Imprison | Psychic | Stat | - | - | 12 | 1 Foe | The user gains the Sealing Off status. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Poltergeist | Ghost | Phys | 110 | 90 | 8 | 1 Foe | This move fails if the target isn’t holding an item. | |
| Phantom Force | Ghost | Phys | 90 | 100 | 12 | Contact | 1 Foe | The user gains the Concealed status on the turn this move is used, then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Hex | Ghost | Spec | 65 | 100 | 12 | 1 Foe | This move’s power is doubled if the target has a status condition. | |
| Night Shade | Ghost | Spec | - | 100 | 16 | 1 Foe | Deals 50 HP of damage. | |
| Spite | Ghost | Stat | - | 100 | 12 | 1 Foe | Removes 4 PP from the move last used by the target. | |
| Curse | Ghost | Stat | - | - | 12 | Special | The user loses 1/2 of its max HP to give the target the Cursed status. If the user is not a Ghost-type Pokémon, it lowers the user’s Speed stat by 1 stage and raises its Attack and Defense stats by 1 stage. | |
| Foul Play | Dark | Phys | 95 | 100 | 16 | Contact | 1 Foe | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. |
| Nasty Plot | Dark | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk stat by 2 stages. | |
| Memento | Dark | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. |