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PokéScribe Field Guide · No. 07

Gengar — The Perish Trap lead that counts down the room

He doesn't out-damage you. He out-clocks you. Gengar is the Perish Trap lead of Pokémon Champions Reg M-A — natively learning Perish Song on a 110-Speed Ghost frame is a three-turn forced loss the opposing team has to outrun, out-pivot, or out-KO before the count resolves.

He doesn't out-damage you. He out-clocks you. Gengar is the Perish Trap lead of Pokémon Champions Reg M-A — natively learning Perish Song on a 110-Speed Ghost frame is a three-turn forced loss the opposing team has to outrun, out-pivot, or out-KO before the count resolves.

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Key Points

  • Gengar is the captain — Perish Song on a 110-Speed, Ghost-typed special attacker is the Reg M-A Perish Trap shell.
  • Lead him with Incineroar; back him with Kommo-o or Sableye for clock cover and the Dark answer.
  • Garchomp, Kingambit, Tyranitar still solve him. Tera Fairy and the support frame are the fixes — not Gengar himself.

Overview

Recruit on sight. Gengar is the captain of every Perish Trap roster worth taking seriously in Pokémon Champions Reg M-A, and his job description fits on a sticky note: get on the field, start the count, hold for three turns, collect the win. Pikalytics has him pinned at high overall usage with a mid win rate hovering around 37% — a number that reads worse than it is, because Perish Trap is an archetype that asks more of the support frame than the captain himself. When the shell is built, he closes. When it isn't, he loses speed ties to Garchomp and dies.

This is the executioner half of a two-part unit breakdown. The bodyguard half lives in the Incineroar field guide. Read both. They're meant to slot.

Gengar is the captain — Perish Song on a 110-Speed, Ghost-typed special attacker is the Reg M-A Perish Trap shell.
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Why Gengar is the Perish Song lead

The format has plenty of fast special attackers — Whimsicott, Tornadus, the rest of the 100+ Speed bracket — but only a small handful learn Perish Song natively, and Gengar is the one with the offensive chart and STAB combination to also threaten real damage between countdowns. Levitate before he hits the field, immune to Fake Out (Ghost-type), Ground-immune, and 110 Speed makes him faster than Garchomp, Tyranitar, Kingambit, and the entire 100-base tier. He sets the song before most of the format gets to read the board.

That's the whole pitch. Press the move on turn one, hold the field with Protect or Substitute, and the opponent is fighting a clock that no item, no ability, and no defensive read prevents.


What the spread tells you

Look at the bars. 60 HP. 60 Defense. 75 Special Defense. The investment is all in the offensive column — 130 Special Attack, 110 Speed — and the bulk is genuinely thin. The chassis is a Formula 1 car: unbelievable on the straightaways, paper at any contact point. That tension is the entire build conversation. How much HP do you bleed off the spread to survive the swing that's coming?

Most ladder spreads land on a Timid nature, max Speed, and 4 HP — Gengar's bulk is too thin to invest defensively in a meaningful way, so the standard build leans on Focus Sash to guarantee survival of the first hit. Modest is on the table for the Sludge Bomb math against Floette and the Fairy bracket, but the trade is the speed creep that defines half his value. If you give up first-mover priority against the 100-base tier, you lose the right to set Perish Song before the opponent gets to read the board. Timid is the default for a reason.

Ability

Cursed Body

30% chance to Disable a move that hits Gengar — locks the attacker out of that move for several turns. Format-relevant against Choice users and one-trick attackers: a clean proc against a Choice-Specs Archaludon or a Sucker-Punch-locked Kingambit can flip a losing matchup into a free turn of Perish countdown.

Cursed Body is a roll, not a guarantee, but the format's heaviest hitters are exactly the kind of attackers it punishes — opponents committing to one-move Choice sets, Sucker Punch locks, and predictable spread STABs. The proc rate isn't reliable enough to plan around, but it bends close matchups in your favor often enough to matter. Gengar's real job is to land Perish Song on turn one and then survive long enough to count it down; Cursed Body is the kicker that occasionally turns the survival half into a free trade.


The four moves

Three slots are locked. The fourth is the slot most lists get lazy about — and it's also the slot that decides whether your trap actually closes.

Perish Song Normal
Every Pokémon on the field — both sides — faints in three turns unless it switches out. The opposing team has to spend its tempo finding a pivot or a KO before the count resolves.
BP
PP
5
ACC

The signature, and the entire reason this article exists. Three turns. Anyone who hears the song and is still on the field at the end of the count faints. The damage doesn't scale, the opponent doesn't get a defensive read, and there is no held item that prevents it. The opposing team has two outs — pivot the affected mons out before the count resolves, or KO Gengar fast enough that the rest of your team can clean up — and Gengar's job is to make both of those outs as expensive as possible.

From the receiving side, the math is simple. The opponent has to spend turns of momentum on switches just to dodge the clock, while your support partner is free to apply pressure. Most opening leads do not have the pivot infrastructure to escape cleanly, and watching the pip tick from 3 to 2 to 1 while you're trying to set up your own win condition is exactly the tempo trade Perish Trap is built to force.

Shadow Ball Ghost
STAB nuke off 130 Special Attack. 20% chance to drop the target's Special Defense. Cleans Sinistcha, Farigiraf, Indeedee — anything Psychic or Ghost that didn't bring boots.
BP
80
PP
15
ACC
100

Secondary STAB and the move that keeps Gengar from being a one-trick role player. Off 130 Special Attack with a Modest spread, Shadow Ball is a real KO threat against the entire Psychic and Ghost bracket — Sinistcha, Farigiraf, Indeedee — the support cores that thought they were safe behind their bulk numbers. The 20% Special Defense drop is a roll the opponent can't afford to lose twice.

Worth circling: Shadow Ball is also the answer to the opposing Gengar mirror. The speed tie is a coin flip; the math after it is not. Whoever lands first wins the exchange.

Sludge Bomb Poison
Second STAB. Punishes Floette, Whimsicott, and the Fairy bracket Gengar already resists. The 30% poison roll is a free clock on top of the existing one.
BP
90
PP
10
ACC
100

The Fairy answer, and the reason Gengar has a real say in the Floette matchup. Floette has been a defining presence on the Champions ladder all season — Fairy Aura makes everyone else's Moonblast threatening, and the support builds are hard to crack with conventional offense. Gengar resists Fairy, and Sludge Bomb puts defensive Floette in KO range from full HP. Treat the matchup as a real edge, not a coin flip.

The 30% poison chance is gravy. You were already going to make the roll.

Protect / Substitute / Disable Tempo
The fourth slot. Protect buys the cleanest turn of Perish counter. Substitute eats the single-target swing. Disable strips a telegraphed KO move. Reflect Type is the spice pick that turns him into a creative win condition.
BP
PP
10
ACC

Protect — the floor

If you don't know what to run, run Protect. It buys a guaranteed turn of Perish countdown, redirects the double-target your opponent is going to throw at Gengar the moment Perish Song goes up, and lets your support partner do its job without losing the captain. Lowest skill ceiling, highest floor.

Substitute — the conservative upgrade

Absorbs a single-target hit, gives you another window to set up. The failure mode is the double-target — both opposing slots clicking attacks into Gengar pop the Sub before it does anything. Respect that pattern. Sub is a reactive tool, not a setup tool.

Disable — the high-skill pick

If a Garchomp telegraphs Earthquake or a Kingambit lines up Kowtow Cleave, Disable strips that move from the opponent's kit for four turns. It does nothing if both opposing slots are equally threatening, and it loses to anyone faster than you. In the right read, it wins the entire game on a single click.

Reflect Type — the spice

This is the move we should be talking about more. Copy the type of an opposing Incineroar and Incineroar's only damaging moves are Fire and Dark — both of which it now resists itself. Copy a Kingambit and the same Pokémon that was about to delete you can no longer threaten neutral damage. Copy an Archaludon under rain and you wall everything except Draco Meteor, which the opponent has to read perfectly to land. The catch: Reflect Type doesn't raise your bulk, so you still have to survive the first calculated hit, and you have to know the chart cold. It's greedy, it's complicated, and it turns Gengar from a one-note answer into a creative win condition. Practice it on the ladder before you trust it in a tournament set.

Other Pokémon win the game. Gengar ends it.
— Field Guide

The headline number

Three turns. That's the only number that matters on this card. Other Pokémon fight for percentages — Incineroar buys a turn of Fake Out, Sinistcha heals fifty percent with Matcha Gotcha, Garchomp swings for seventy percent damage. Gengar asks a different question entirely. He asks how long the opponent has, and the answer is three turns, and there is no math that changes the answer.


The support shell

Gengar's frame is one of the most well-defined in the format because his weaknesses are consistent and his win condition is binary. You need partners who can stall for the count, soak the Dark hits, and keep him on the field through the scariest middle turns. Four picks do almost all the work.

Incineroar — the default

Pikalytics has Incineroar at roughly 71% co-usage with Gengar, and that number is an undersell of how default the pairing actually is. Fake Out gives you a free turn to set Perish Song. Parting Shot drops the opposing attacker's offense and gives you a free pivot — and a great trick is to bring Gengar in out of the Parting Shot slot, effectively making him invisible for a turn while your opponent re-reads the board. Incineroar also doubles as a Reflect Type donor: when he's adjacent to Gengar, you can copy his Fire/Dark typing on demand and walk through anything Dark on the opposing side. Read the Incineroar field guide for the full spec.

Kommo-o + Jaboca Berry — the Garchomp answer

The Garchomp problem solves itself if you bring the right back row. Jaboca punishes the contact Dragon Claw, and a defense-invested Body Press set returns calc-clean KOs on Kingambit, Tyranitar, and Incineroar — the exact Dark/Steel cluster that ruins Gengar's day. He covers Dragon, he covers Ground via prediction, and he is an offensive answer to nearly every name on the counter list.

Sableye — the patience pick

Prankster Disable, Prankster Encore, Fake Out, and no Fake Out vulnerability of his own — Sableye's defensive type chart overlaps Gengar's immunities without sharing his Ground weakness. If you want to slow the game down to the point where the Perish count can never miss, Sableye is the partner. The two of them in the back of a Reg M-A team is a stall structure most opponents are not built to break inside their own count.

Maushold — the redirect

Friend Guard reduces ally damage by 25%, and Follow Me as a Normal-type means Ghost moves aimed at Gengar can be redirected onto a creature that's immune to them. That second clause is enormous. It neutralizes the opposing Gengar mirror, and it answers any Ghost-type pivot the opponent fields without trading anything for the read.

A note on Sinistcha

Viable with Rage Powder and real bulk, but the type overlap hurts. Both you and the teapot take super-effective Dark and Ghost damage, so a redirect onto Sinistcha moves the hit without neutralizing it. Maushold's Normal typing is the cleaner Ghost answer for this archetype specifically. The Sinistcha field guide covers the support shells where she does pull weight — they're not the Perish Trap shells.

Synergy partners
  • Incineroar — Fake Out, Parting Shot, Reflect Type donor.
  • Kommo-o — Jaboca Berry + Body Press solves Kingambit and Tyranitar.
  • Sableye — Prankster Disable / Encore, no Ground weakness.
  • Maushold — Friend Guard 25%, Follow Me redirects Ghost onto Normal.
Hard counters
  • Garchomp — Ground STAB, no Reflect Type fix (Ground reflects to Ground).
  • Kingambit — Sucker Punch, Dark, ignores the speed tier.
  • Tyranitar — Rock + Dark, hits both flanks of the chart.
  • Weavile — Out-speeds the support core, Dark coverage.

Type matchup

Strong into Fighting and Normal (immune via Ghost), Poison and Bug and Grass and Fairy (resisted via Poison and Ghost combined). Weak to Psychic, Ghost, Dark, and Ground. Three of those four weaknesses are the exact cluster that defines the top of the meta — Garchomp brings Ground, Kingambit and Tyranitar bring Dark, Farigiraf brings Psychic. This is the central tax of running Gengar: you are betting that your support frame can answer the four Pokémon that genuinely solve him, because Gengar himself cannot.

Reflect Type stretches the math but doesn't break it. Garchomp in particular has no Reflect Type answer — Ground reflects to Ground, and Garchomp will still hit Gengar with the same Earthquake — so if you don't have a Kommo-o or a Maushold or a Skarmory in the back, you are praying for a speed tie or a turn of Protect to find an out.

Strong vs.
Fairy Fighting Grass Bug Poison
Weak vs.
Psychic Ghost Dark Ground
Recommended item

Focus Sash

Default. Gengar's bulk is too thin to take a clean hit from anything in the threat list, and the entire archetype hinges on him surviving turn one to land Perish Song. Sash guarantees the click. Alternatives: Choice Specs for an offensive lead build that pivots between Shadow Ball and Sludge Bomb pressure, Life Orb for a suicide-lead Perish Trap that trades HP for KO range, and Black Sludge for a longer-game survival shell that pairs with Substitute over multiple count cycles.


Build template

Default to Timid, max Speed, Focus Sash. The spread below is the Reg M-A ladder consensus — Tera Fairy gives Gengar a clean defensive flip against the Dark and Dragon STABs that otherwise delete him, and turns him from a Sucker-Punch target into a Sucker-Punch immunity for one critical turn.

Build template
Gengar @ Focus Sash
Ability: Cursed Body
Tera Type: Fairy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Perish Song
- Shadow Ball
- Sludge Bomb
- Protect  (or Substitute)

Swap Protect for Substitute if your support frame already absorbs the spread targets and you'd rather block status. Swap to Reflect Type once you trust the type chart enough to solve the matchup at preview rather than mid-turn.

Notebook · 07

Gengar wins by starting the count, not by hitting hard.

  • Gengar is the captain — Perish Song on a 110-Speed, Ghost-typed special attacker is the Reg M-A Perish Trap shell.
  • Lead him with Incineroar; back him with Kommo-o or Sableye for clock cover and the Dark answer.
  • Garchomp, Kingambit, Tyranitar still solve him. Tera Fairy and the support frame are the fixes — not Gengar himself.

Cross-references

This guide is one half of the Perish Trap unit. The companion piece — the bodyguard that lets the trap exist in the first place — is the Incineroar field guide. After that, the Sinistcha field guide covers when the teapot earns a slot in adjacent shells (and why she usually doesn't earn one here). The Sableye field guide covers the patience-pick partner for slower closing structures. For the strategy lens — how Perish Song interacts with the rest of the meta, what threatens it, and how to play around it — see the Perish-Threats brief and the Perish-Mastery deep-dive.

Three turns. No exit. Notebook closed.


Related coverage

If this was useful, here is the rest of saavage.com's coverage on this beat: Whimsicott — Prankster Encore controls the clock, Sinistcha — Field Guide, Mega Golurk — The 159-Attack Trick Room sweeper that punches through Protect, and Maushold — Friend Guard support, recruit on sight.