DDwhiscash
11-24-2010, 03:32 AM
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Sigilyph Analysis
Introduction
Sigilyph
http://www.arkeis.com/images/animations/561.gif
Psychic / Flying
Abilities: Miracle Skin - 50% Chance of moves that inflict status failing
: Magic Guard - Pokemon with this ability only take damage from direct attacking moves
Dream World Ability (Unconfirmed): Tinted Lens - Not very effective moves have there Base Power doubled.
HP : 72
Attack : 58
Defense: 80
Special Attack: 103
Special Defense: 80
Speed: 97
Overview
Sigilyph is most notably one of the best non-Uber Psychic Flying Pokemon in the game. It's fairly bulky and is also a decent Special Attacker. Sigilyph also has something every Flying type Pokemon wants, immunity to Stealth Rock. That being said, if Sigilyph were to be used as a revenge killer or a Status Absorber. It could switch in as many times as it wanted even with Stealth Rock in play. Sigilyph also has a nitch in OU. Since the tier is plagued with Fighting types. Sigilyph's 4x resistance to their STAB moves may come in handy and it's STAB moves help you finish of the job.
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In Depth Move Sets
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Double Status
Sigilyph @ Flame Orb
Ability: Magic Gaurd
EVs: 252 HP/ 252 Def/ 4 Spe
Nature: Bold
- Psycho Shift
- Thunder Wave
- Air Slash
- Roost / Whirlwind
Does anyone remember this set? Anyone? Creselia..Xatu... anyone? For those of you who don't this is the Double Status set. It's primary focus is to stop sweepers by inducing a status move to cripple them. Having problems with a Feraligatr or Donphan? Psycho Shift allows you to pass the burn that you have obtained thanks to the Flame Orb and half there Attack Stat, thus halting them by making there attacks weaker. Annoyed by Speed demons such as Mienshao ? Feel free to paralyze them via Thunder Wave. Air Slash is your STAB move of choice, as it allows you to hit Pokemon such as Gallade, Escavalier and Executor for more damage. Another reason why Air Slash is the STAB move of choice, is because it can also dish out nasty "Paraflinch hax" when used with Thunder Wave. The final move slot depends on what you want to do with Sigilyph. Roost is the primary option as it allows Sigilyph to stay around longer and not depend on another Pokemon passing wishes to it. If you are content about using a Wish-passer and feel as though you need some phasing to be done, Whirlwind is viable. Due to the fact that it can also help you plague your opponent's team with more status. If Whirlwind is chosen in this moveslot, having entry hazards up may also come in handy since it will help Sigilyph wear down it's victims. The EVs are set to give Sigilyph maximum Physical bulk so it can continue wear down Physical Sweepers after burning them while the last 4 EVs are put into Speed. Magic Guard is one of the main selling points for this set, as with it Sigilyph is immune to burn's HP draining effects.
http://www.arkeis.com/images/animations/561.gif
Choice Specs
Sigilyph @ Choice Specs
Ability: Magic Guard
EVs: 58 HP/ 252 Sp.Atk/200 Spe
Nature: Timd/Modest
- Psychic/Air Slash
- Hidden Power [Fighting]/[Fire]
- Shadow Ball/Energy Ball
- Ice Beam
Sigilyph's immunity to entry hazards, decent speed and more than usable Special Attack stat makes it an ideal candidate for some Choice Specs abuse. Psychic is your primary move of choice. As it helps get rid of any the annoying Fighting types that plague the Black and White meta-game. Air Slash can be used over Psychic to damage Viziron and other Grass types at the same time. Hidden Power is used to hit Bisharp who can wall all your moves, but what Hidden Power you choose will determine what other Pokemon you can hit with it. Hidden Power Fighting allows you to hit Rhyperior, Terrakion, Ambipom, Honchkrow, Umbreon, Empoleon and Aggron for Super Effective damage. While Hidden Power Fire allows you to hit Bugs (most importantly Galvantula), Bug/Steels, Bronzong, Virizion and Celebie for Super Effective damage. It also gives you an extra kick against Abomasnow. Shadow Ball is set in the next move slot as a move to hit other Psychic types, and also does damage to Dusknoir and Cofagrigus. If these Pokemon are not problematic, you can switch Shadow Ball to Energy Ball which allows you to damage Bulky Waters and keep coverage over Golurk, Donphan, Azumaril and Quagsire. In the final slot Ice Beam rests safely as it gives you another option to strike Ground, Grass and Flying types that you may encounter along the way. 200 Speed EVs allows Sigilyph out speed base 90s. Max Special Attack EV investment as to allow Sigilyph to hit as hard as possible and the remaining EVs are put into it's HP to ad a slight amount of survivability. Modest 4 HP, 252 Sp. Atk, 252 Spe spreads are also usable if you want a bit more firepower.
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Pseudo Booster
Sigilyph @ Life Orb/Leftovers
Ability: Magic Guard
EVs: 16 HP/252 Sp.Atk/240 Spe
Nature: Timid
- Calm Mind
- Psychic
- Shadow Ball/Roost
- Hidden Power Fighting
Sigilyph already has a usable Special Attack. Another thing that Sigilyph has, is access to Calm Mind. Sigilyph can boost it's already decent Special Attack of 305 to a beyond usable 457. Psychic is chosen in the first slot again keeping Fighting types and Roserade at bay and is also good STAB to have around. Shadow Ball is chosen in the second slot to ward off opposing Psychic types such as Celebie and Victini. Roost is also viable in this slot if you feel as though Sigilyph needs HP recovery. In the final slot, Hidden Power Fighting is the move of choice, as it gives Sigilyph perfect type coverage along side Shadow Ball and Psychic. The EVs are once again set with 240 in speed to out-speed base 90s. Max Special Attack to allow Sigilyph to hit as hard as possible after one CM, and the last 16 is put into HP.
http://www.arkeis.com/images/animations/561.gif
Pseudo Screens
Sigilyph @ Light Clay/Leftovers
Ability: Magic Guard
EVs: 252 HP/ 16 Def/ 240 Spe
Nature: Bold
- Reflect
- Light Screen
- Air Slash
- Roost
Sigilyph's decent Speed stat and access to Reflect and Light screen make it the perfect candidate for Dual Screen abuse. Once again 240 Speed EVs to outrun base 90s. Max HP to give Sigilyph decent bulk to do it's job with and seeing as the meta game is physically based, the last 16 EVs are put into defense. Reflect and Light Screen boost the team's defenses and can help a frail sweeper to set up. They can also help Sigilyph combat Fighting types when used with Air Slash. Speaking of Air Slash, it is only move Sigilyph can use to avoid becoming Taunt bait against Dark types, most notably Bisharp. Roost is set in the last slot as Sigilyph's HP recovery move.
http://www.arkeis.com/images/animations/561.gif
Cosmic Nuisance
Sigilyph @ Leftovers
Ability: Magic Gaurd
EVs: 252 HP/ 16 Sp.Atk/ 240 Spe
Nature: Bold
- Cosmic Power
- Roost
- Air Slash
- Thunder wave / Hidden Power Fighting
(Set Coming Soon!)
Other Options
Protect - Can help it scout moves.
Toxic - Can be used on Defensive sets, but thanks to Bisharp it can be rendered useless
Hidden Power [Ground] can be used to hit all non-levitating Steels.
Stored Power - Can be used on all Sets that boost there Stats.
Miracle Eye - An interesting move to say the least. It allows Sigilyph to hit Dark types with Psychic type moves.
Hypnosis - Can be used to put opposing Pokemon to sleep, but can be a set up fodder thanks to it's accuracy.
Tail Wind - Can be used to increase Sigilyph's respectable speed stat as well as raise that of the team's
Charge Beam - Can be used over Calm Mind if you want to do a bit of damaging while setting up.
Substitute - In conjunction with Roost Air Slash and Tail Wind/Thunder Wave can make for an annoying flincher set, but is generally just a gimmick.
Trick Room - Is viable but since Sigilyph has such a high speed (by Trick Room standards) it is outclassed.
Team Mates
(Coming Soon)
Counters and Checks
In UU, the best check for Sigilyph is Bisharp. The any Sigilyph that doesn't carry Hidden Power runs the risk of being walled by Bisharp. Bisharp resist Flying type moves and is Immune to Psychic type moves rendering Sigilyph's STAB moves useless. Defensive sets also hate being Taunted. Drapion can come in on a predicted Psychic move and Pursuit it away. Bronzong is also an effective Sigilyph check, but must be weary of Hidden Power Fire (Torrential Zong can Wall Sigilyph for days on end). Pursuit in general is your best move against Sigilyph. Taunting defensive sets can also render it somewhat useless.
Sigilyph Analysis
Introduction
Sigilyph
http://www.arkeis.com/images/animations/561.gif
Psychic / Flying
Abilities: Miracle Skin - 50% Chance of moves that inflict status failing
: Magic Guard - Pokemon with this ability only take damage from direct attacking moves
Dream World Ability (Unconfirmed): Tinted Lens - Not very effective moves have there Base Power doubled.
HP : 72
Attack : 58
Defense: 80
Special Attack: 103
Special Defense: 80
Speed: 97
Overview
Sigilyph is most notably one of the best non-Uber Psychic Flying Pokemon in the game. It's fairly bulky and is also a decent Special Attacker. Sigilyph also has something every Flying type Pokemon wants, immunity to Stealth Rock. That being said, if Sigilyph were to be used as a revenge killer or a Status Absorber. It could switch in as many times as it wanted even with Stealth Rock in play. Sigilyph also has a nitch in OU. Since the tier is plagued with Fighting types. Sigilyph's 4x resistance to their STAB moves may come in handy and it's STAB moves help you finish of the job.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In Depth Move Sets
http://www.arkeis.com/images/animations/561.gif
Double Status
Sigilyph @ Flame Orb
Ability: Magic Gaurd
EVs: 252 HP/ 252 Def/ 4 Spe
Nature: Bold
- Psycho Shift
- Thunder Wave
- Air Slash
- Roost / Whirlwind
Does anyone remember this set? Anyone? Creselia..Xatu... anyone? For those of you who don't this is the Double Status set. It's primary focus is to stop sweepers by inducing a status move to cripple them. Having problems with a Feraligatr or Donphan? Psycho Shift allows you to pass the burn that you have obtained thanks to the Flame Orb and half there Attack Stat, thus halting them by making there attacks weaker. Annoyed by Speed demons such as Mienshao ? Feel free to paralyze them via Thunder Wave. Air Slash is your STAB move of choice, as it allows you to hit Pokemon such as Gallade, Escavalier and Executor for more damage. Another reason why Air Slash is the STAB move of choice, is because it can also dish out nasty "Paraflinch hax" when used with Thunder Wave. The final move slot depends on what you want to do with Sigilyph. Roost is the primary option as it allows Sigilyph to stay around longer and not depend on another Pokemon passing wishes to it. If you are content about using a Wish-passer and feel as though you need some phasing to be done, Whirlwind is viable. Due to the fact that it can also help you plague your opponent's team with more status. If Whirlwind is chosen in this moveslot, having entry hazards up may also come in handy since it will help Sigilyph wear down it's victims. The EVs are set to give Sigilyph maximum Physical bulk so it can continue wear down Physical Sweepers after burning them while the last 4 EVs are put into Speed. Magic Guard is one of the main selling points for this set, as with it Sigilyph is immune to burn's HP draining effects.
http://www.arkeis.com/images/animations/561.gif
Choice Specs
Sigilyph @ Choice Specs
Ability: Magic Guard
EVs: 58 HP/ 252 Sp.Atk/200 Spe
Nature: Timd/Modest
- Psychic/Air Slash
- Hidden Power [Fighting]/[Fire]
- Shadow Ball/Energy Ball
- Ice Beam
Sigilyph's immunity to entry hazards, decent speed and more than usable Special Attack stat makes it an ideal candidate for some Choice Specs abuse. Psychic is your primary move of choice. As it helps get rid of any the annoying Fighting types that plague the Black and White meta-game. Air Slash can be used over Psychic to damage Viziron and other Grass types at the same time. Hidden Power is used to hit Bisharp who can wall all your moves, but what Hidden Power you choose will determine what other Pokemon you can hit with it. Hidden Power Fighting allows you to hit Rhyperior, Terrakion, Ambipom, Honchkrow, Umbreon, Empoleon and Aggron for Super Effective damage. While Hidden Power Fire allows you to hit Bugs (most importantly Galvantula), Bug/Steels, Bronzong, Virizion and Celebie for Super Effective damage. It also gives you an extra kick against Abomasnow. Shadow Ball is set in the next move slot as a move to hit other Psychic types, and also does damage to Dusknoir and Cofagrigus. If these Pokemon are not problematic, you can switch Shadow Ball to Energy Ball which allows you to damage Bulky Waters and keep coverage over Golurk, Donphan, Azumaril and Quagsire. In the final slot Ice Beam rests safely as it gives you another option to strike Ground, Grass and Flying types that you may encounter along the way. 200 Speed EVs allows Sigilyph out speed base 90s. Max Special Attack EV investment as to allow Sigilyph to hit as hard as possible and the remaining EVs are put into it's HP to ad a slight amount of survivability. Modest 4 HP, 252 Sp. Atk, 252 Spe spreads are also usable if you want a bit more firepower.
http://www.arkeis.com/images/animations/561.gif
Pseudo Booster
Sigilyph @ Life Orb/Leftovers
Ability: Magic Guard
EVs: 16 HP/252 Sp.Atk/240 Spe
Nature: Timid
- Calm Mind
- Psychic
- Shadow Ball/Roost
- Hidden Power Fighting
Sigilyph already has a usable Special Attack. Another thing that Sigilyph has, is access to Calm Mind. Sigilyph can boost it's already decent Special Attack of 305 to a beyond usable 457. Psychic is chosen in the first slot again keeping Fighting types and Roserade at bay and is also good STAB to have around. Shadow Ball is chosen in the second slot to ward off opposing Psychic types such as Celebie and Victini. Roost is also viable in this slot if you feel as though Sigilyph needs HP recovery. In the final slot, Hidden Power Fighting is the move of choice, as it gives Sigilyph perfect type coverage along side Shadow Ball and Psychic. The EVs are once again set with 240 in speed to out-speed base 90s. Max Special Attack to allow Sigilyph to hit as hard as possible after one CM, and the last 16 is put into HP.
http://www.arkeis.com/images/animations/561.gif
Pseudo Screens
Sigilyph @ Light Clay/Leftovers
Ability: Magic Guard
EVs: 252 HP/ 16 Def/ 240 Spe
Nature: Bold
- Reflect
- Light Screen
- Air Slash
- Roost
Sigilyph's decent Speed stat and access to Reflect and Light screen make it the perfect candidate for Dual Screen abuse. Once again 240 Speed EVs to outrun base 90s. Max HP to give Sigilyph decent bulk to do it's job with and seeing as the meta game is physically based, the last 16 EVs are put into defense. Reflect and Light Screen boost the team's defenses and can help a frail sweeper to set up. They can also help Sigilyph combat Fighting types when used with Air Slash. Speaking of Air Slash, it is only move Sigilyph can use to avoid becoming Taunt bait against Dark types, most notably Bisharp. Roost is set in the last slot as Sigilyph's HP recovery move.
http://www.arkeis.com/images/animations/561.gif
Cosmic Nuisance
Sigilyph @ Leftovers
Ability: Magic Gaurd
EVs: 252 HP/ 16 Sp.Atk/ 240 Spe
Nature: Bold
- Cosmic Power
- Roost
- Air Slash
- Thunder wave / Hidden Power Fighting
(Set Coming Soon!)
Other Options
Protect - Can help it scout moves.
Toxic - Can be used on Defensive sets, but thanks to Bisharp it can be rendered useless
Hidden Power [Ground] can be used to hit all non-levitating Steels.
Stored Power - Can be used on all Sets that boost there Stats.
Miracle Eye - An interesting move to say the least. It allows Sigilyph to hit Dark types with Psychic type moves.
Hypnosis - Can be used to put opposing Pokemon to sleep, but can be a set up fodder thanks to it's accuracy.
Tail Wind - Can be used to increase Sigilyph's respectable speed stat as well as raise that of the team's
Charge Beam - Can be used over Calm Mind if you want to do a bit of damaging while setting up.
Substitute - In conjunction with Roost Air Slash and Tail Wind/Thunder Wave can make for an annoying flincher set, but is generally just a gimmick.
Trick Room - Is viable but since Sigilyph has such a high speed (by Trick Room standards) it is outclassed.
Team Mates
(Coming Soon)
Counters and Checks
In UU, the best check for Sigilyph is Bisharp. The any Sigilyph that doesn't carry Hidden Power runs the risk of being walled by Bisharp. Bisharp resist Flying type moves and is Immune to Psychic type moves rendering Sigilyph's STAB moves useless. Defensive sets also hate being Taunted. Drapion can come in on a predicted Psychic move and Pursuit it away. Bronzong is also an effective Sigilyph check, but must be weary of Hidden Power Fire (Torrential Zong can Wall Sigilyph for days on end). Pursuit in general is your best move against Sigilyph. Taunting defensive sets can also render it somewhat useless.