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Silvally

In-battle formes

HP:95
Attack:95
Defense:95
Sp. Atk:95
Sp. Def:95
Speed:95
Min (-ve nature, 0 IVs)175
Default226
Max Neutral289
Max Positive317
Max Neutral (+1)433
Max Positive (+1)475
Max Neutral (+2)578
Max Positive (+2)634
ZeroUsed
Choice Scarf317
Swords Dance317

Evolutions

Strategies

  • en
Formats:
Written by Greybaum

Overview

Thanks to a relatively high Speed tier, reasonable bulk, and a powerful STAB move in Double-Edge, Silvally is able to act as an offensive check to top threats in the metagame, with its Speed tier placing it above a variety of fast sweepers including Rock Polish Torterra, Combusken, and Z-Encore Chatot. Access to U-turn allows Silvally to quickly gain momentum for its team and solidifies it as one of the best Choice Scarf users in the tier. Silvally can also viably run a Swords Dance set with a Z-Crystal to break through bulkier Pokemon like Sandslash and Silvally-Fighting that are ordinarily used to check the Choice Scarf variant. However, using Silvally prevents other Silvally formes with more defensive utility such as Silvally-Fighting and Silvally-Dark from being used, making it difficult to fit on teams. Silvally is also somewhat reliant on its Normal-type moves to do damage and has a hard time dealing with common Pokemon that resist or are immune to them like Golem, Mawile, and Gourgeist-XL as a result. In addition, a weakness to entry hazards alongside recoil from Double-Edge can lead to Silvally being quickly worn down.

Choice Scarf

Move 1
Move 2
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 3
  • Explosion
    Hits adjacent Pokemon. The user faints.
    TypeNormal
    CategoryPhysical
    Power250 BP
    Accuracy100%
Move 4
  • Surf
    Hits adjacent Pokemon. Double damage on Dive.
    TypeWater
    CategorySpecial
    Power90 BP
    Accuracy100%
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power90 BP
    Accuracy100%

Moves

Double-Edge is the STAB move of choice due to the great damage output it can provide, securing OHKOs on Combusken and Rapidash after Stealth Rock damage. U-turn provides Silvally with a way to quickly gain momentum and pivot out of unfavorable matchups against physically defensive Pokemon like Machoke and Mawile. Explosion heavily damages bulky Pokemon such as Silvally-Fighting and Bouffalant and allows Silvally to avoid setup sweepers that may look to take advantage of it being locked into Double-Edge. Surf allows Silvally to revenge kill Shell Smash Crustle while also doing heavy damage to Golem, securing an OHKO on offensive variants after their Sturdy has been broken. Alternatively, Ice Beam not only hits Normal-type checks such as Golem and Gourgeist-XL but also Grass-type sweepers such as Leafeon and Rock Polish Torterra, although Silvally becomes unable to meaningfully hurt Crustle without Surf.

Set Details

A Jolly nature should be used with Surf to avoid compromising Silvally's bulk, as Silvally is unable to OHKO Crustle even when using a Naive nature. A Naive nature is preferred when using Ice Beam, however, as the higher damage output allows Silvally to 2HKO Gourgeist-XL and defensive Golem after Stealth Rock damage and gives Silvally a 50% chance to OHKO Rock Polish Torterra after Stealth Rock damage.

Usage Tips

While Silvally does have respectable bulk, it's important to conserve its health as much as possible and avoid situations where it could be chipped into KO range of faster moves, such as +2 Aqua Jet or rain-boosted Surf from Swanna's Z-Mirror Move and Z-Rain Dance sets, respectively. To this end, keep the foe's health in mind when revenge killing with Silvally; it is often best to avoid recoil and opt for U-turn instead of Double-Edge if both moves will finish off a foe such as a weakened Simisage or Leafeon. Be careful when locking into Surf or Ice Beam, as they output underwhelming damage without a type advantage and, as such, can give setup opportunities to powerful sweepers like Bellossom and Combusken, respectively. While Double-Edge is notably stronger than these moves, it can also be taken advantage of by Rock-, Steel-, and Ghost-types, particularly setup sweepers like Pawniard and Shell Smash Crustle, so Explosion should sometimes be used to finish off a foe without losing momentum. Try to avoid using Explosion unless it's necessary, however, or Silvally is likely to be KOed regardless, such as by the foe or by recoil from Double-Edge. Silvally's main goal is to revenge kill foes, but it can also act as a strong late-game cleaner. As a result, avoid using Silvally early-game until it's either in a strong position to finish off a weakened team or necessary to revenge kill a foe.

Team Options

Silvally appreciates entry hazard support from Stealth Rock users like Mawile and Marowak, putting foes in KO range of its coverage and allowing it to put additional pressure on an opponent with U-turn. Torterra is an especially notable partner, as it is also able to switch into and heavily pressure traditional Normal-type checks such as defensive Mawile and Golem. Similarly, entry hazard removal can help keep Silvally healthy throughout a match, with Rotom-S and Swanna being examples of fantastic partners for this. The former is able to lure in Golem before crippling it with Will-O-Wisp and can soak up Fighting-type attacks from the likes of Machoke and Choice Scarf Electivire, while the latter can more easily break down Rock-, Ghost-, and Steel-types like Shuckle, Gourgeist-XL, and Mawile. Other Pokemon including Leafeon, Pawniard, and Rapidash that can break down Rock-, Ghost-, and Steel-types also make for great partners for Silvally, and they can use the U-turn support that it provides to find more opportunities to exert pressure on the opposing team and facilitate a late-game cleanup. Lastly, Silvally can create efficient VoltTurn cores alongside other pivots such as Monferno and the aforementioned Rotom-S, steadily wearing down foes and putting them in KO range of Silvally's Double-Edge.

Swords Dance

Move 1
Move 2
  • Double-Edge
    Has 33% recoil.
    TypeNormal
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 3
  • Crunch
    20% chance to lower the target's Defense by 1.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4
  • Flame Charge
    100% chance to raise the user's Speed by 1.
    TypeFire
    CategoryPhysical
    Power50 BP
    Accuracy100%
  • Explosion
    Hits adjacent Pokemon. The user faints.
    TypeNormal
    CategoryPhysical
    Power250 BP
    Accuracy100%

Moves

Double-Edge is Silvally's most reliable damage option, notably allowing it to secure KOs on Pokemon such as Silvally-Dragon and non-physically defensive Poliwrath after a Swords Dance boost and Stealth Rock damage. Return is a safe alternative STAB option that does not inflict recoil. Crunch covers Ghost-types in addition to Psychic-types, particularly those that resist Normal-type moves like Bronzor and Metang. Flame Charge allows Silvally to raise its Speed and outspeed Choice Scarf users like Rotom-S and Pinsir in addition to naturally faster Pokemon like Floatzel while also hitting Steel-types like Mawile for moderate damage. Alternatively, Explosion trades the ability to boost Speed for a slightly stronger Breakneck Blitz and allows Silvally to function as a stronger wallbreaker, powering through defensive tanks like physically defensive Poliwrath. Shadow Claw can be used over Crunch to circumvent Colbur Berry users such as Gourgeist-XL, but it has a notably lower damage output outside of this niche.

Set Details

Normalium Z turns Double-Edge, Explosion, or Return into Breakneck Blitz, avoiding the negative secondary effects in the case of the former two moves and allowing Silvally to take out defensive targets such as Sandslash, Silvally-Fighting, and Rotom-S after a Swords Dance boost. Maximum Speed investment with a Jolly nature allows Silvally to Speed tie with opposing Silvally formes, Leafeon, and Electivire.

Usage Tips

Silvally is vulnerable to being worn down by chip damage, particularly if it is using Double-Edge, so bringing it onto the field with slow pivots and double switches is ideal. While Silvally can threaten out passive Pokemon to set up Swords Dance, one must be careful of status, particularly burn and poison, from the likes of Mareanie and Altaria that may cripple Silvally and limit it to being used as a one-time wallbreaker. Aim to preserve Silvally's Breakneck Blitz until it's necessary to take out a specific target, such as defensive Silvally-Fighting, or to avoid fainting due to recoil damage from Double-Edge. Crunch can be used to catch Ghost- and Psychic-types such as Dusclops and Bronzor on the switch to weaken them for a later sweep. When possible, Flame Charge should be used to finish off a weakened target or after setting up. Explosion can be used to take out bulkier Pokemon such as Bouffalant and Exeggutor. This can be used when Silvally is expected to faint or simply to open the door for a teammate like Bellossom to take advantage of.

Team Options

Even after a Swords Dance boost, Silvally can struggle to break past Steel- and Rock-types like Mawile and Golem, so Pokemon that can handle them like Sandslash, Torterra, and Simisage are beneficial. Stealth Rock support from Sandslash and Torterra also helps Silvally secure OHKOs on Pokemon like Leafeon and Muk with Double-Edge after a Swords Dance boost. Pivots like Volt Switch Rotom-S and U-turn Monferno can give Silvally free entry while also pressuring Pokemon like Mawile and Gourgeist-XL that give Silvally trouble. Alolan Golem and Probopass are especially notable as Volt Switch pivots that can also trap Steel-types with Magnet Pull. Silvally is prone to being worn down by entry hazards, so Pokemon that can clear them such as Swanna, Rotom-S, and Sandslash are valuable partners. Toxic Spikes in particular give Silvally trouble, so absorbers such as Mareanie and Muk should also be considered. Flying- and Poison-types such as Rotom-S, Mareanie, and Muk are also notable for pressuring Fighting-type Pokemon like Silvally-Fighting and Poliwrath for Silvally, chipping them into KO range of its Double-Edge. All of these Pokemon also check Gourgeist-XL, one of Silvally's most troublesome foes.

Other Options

Silvally can opt to use a special Choice Scarf set with Hyper Voice / Surf / Ice Beam / U-turn. However, the drop in power is very noticeable, leaving Silvally more reliant on its coverage moves to do damage and opening it up to being taken advantage of by a variety of Pokemon with high Special Defense such as Kecleon, specially defensive Mareanie, and Lickilicky. Defog can also be used over Ice Beam or Surf to provide entry hazard removal in emergency scenarios; however, a weakness to Toxic Spikes and inability to touch Golem, Crustle, and other entry hazard setters without the coverage provided by Surf or Ice Beam make Silvally an inadequate form of entry hazard control. Silvally can use U-turn on the Swords Dance set to bluff a Choice Scarf set and claim chip damage on switch-ins, but the additional utility provided by Explosion and Flame Charge is preferred. Silvally can use Psychium Z alongside Heal Block to increase its Special Attack by two stages and prevent the foe from using healing moves until it switches, giving Silvally a strong matchup against passive Pokemon like Pyukumuku, Bronzor, and Mareanie. Z-Heal Block can only be used once per game, however, and such a set has a hard time breaking through particularly bulky Pokemon such as Lickilicky. This set is also heavily reliant on Z-Heal Block to do damage and, as such, is unreliable against more offensive teams where Silvally is unable to find time to set up.

Checks and Counters

Physically Defensive Pokemon: Physically defensive Pokemon such as Machoke, Granbull, and Golem can use their bulk and typing to switch directly into Silvally and threaten it, although Golem has to be wary of being caught by Silvally's coverage options in Surf and Ice Beam, and Granbull is unable to take a +1 Breakneck Blitz without significant defensive investment.

Steel-types: Mawile, Metang, Probopass, and Bronzor take virtually nothing from Choice Scarf Silvally's attacks and can take advantage of Silvally's presence to set up Stealth Rock or spread status with Toxic. Metang and Bronzor have to be careful of boosted Crunch, however.

Ghost-types: While Gourgeist-XL cannot comfortably switch into Ice Beam, both it and Dusclops do a fantastic job of deterring Choice Scarf Silvally from locking into Double-Edge thanks to their immunity to Normal-type moves. Both Pokemon can also absorb boosted Crunch and cripple Silvally in return with Will-O-Wisp, with Gourgeist-XL in particular being able to tank Silvally's hits thanks to its use of Colbur Berry and further punish it with Foul Play and Leech Seed.

Residual Damage: Silvally's lack of recovery leaves it vulnerable to residual damage from Toxic Spikes, Rocky Helmet, and status moves such as Toxic. Burns, in particular, hamper Silvally and can often be activated indirectly by abilities and moves such as Flame Body from Rapidash and Scald from Mareanie.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
75
Accuracy
95%
PP
10
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
15
-1 evasion; clears user and target side's hazards.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
35
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
250
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
80
Accuracy
100%
PP
10
Use with Fire or Water Pledge for added effect.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
100%
PP
15
For 5 turns, the foe(s) is prevented from healing.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to freeze. 10% chance to flinch.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
85%
PP
40
Lowers the target's Sp. Def by 2.
 
Power
90
Accuracy
100%
PP
10
Type varies based on the held Memory.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
100%
PP
20
Lowers target's Atk, Sp. Atk by 1. User switches.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
50
Accuracy
100%
PP
15
50% chance to badly poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
100%
PP
5
60 power +20 for each of the target's stat boosts.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
80
Accuracy
100%
PP
10
Charges, then hits foe(s) turn 2. High crit ratio.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
80
Accuracy
100%
PP
10
20% chance to paralyze or burn or freeze target.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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