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Skarmory

In-battle formes

HP:65
Attack:80
Defense:140
Sp. Atk:40
Sp. Def:70
Speed:70
Min (-ve nature, 0 IVs)130
Default176
Max Neutral239
Max Positive262
Max Neutral (+1)358
Max Positive (+1)393
Max Neutral (+2)478
Max Positive (+2)524
Uber
Physically Defensive176
Specially Defensive176

Strategies

  • en
Written by haxiom

Overview

Skarmory is an effective support Pokemon in Ubers, having access to moves such as Spikes, Stealth Rock, Defog, Whirlwind, Taunt, and Toxic. It also has reliable recovery in Roost, which is something that a lot of Steel-types lack. It has an exceptional typing that grants it ten resistances and two immunities, and it has solid physical bulk. Because of all this, Skarmory is able to check many threats, such as Extreme Killer Arceus, Mega Salamence, Primal Groudon without a Fire-type move, Swords Dance Arceus-Ground, Mega Kangaskhan, and Mega Mewtwo X. It can also run a viable specially defensive set that allows it to check Latias, Latios, and support Arceus formes, making it a great Spikes setter. Its ability is not useless either and can allow Skarmory to phaze a threat like Geomancy Xerneas in a pinch. It also benefits from the decline of Electric-types and Palkia. However, it is on the frailer side in terms of special bulk, and it has little offensive presence, making it Taunt bait.

Physically Defensive

Move 1
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying
Move 2
  • Spikes
    Hurts grounded foes on switch-in. Max 3 layers.
    TypeGround
Move 3
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
Move 4

Moves

Roost is a mandatory move that offers reliable recovery. Spikes, a move that few Pokemon have access to in Ubers, punishes the Pokemon that Skarmory walls. Toxic allows Skarmory to put a timer on the Pokemon it checks, such as Primal Groudon, and is especially useful in a scenario where phazing is not possible because the opposing Pokemon is the last one left. Whirlwind phazes setup sweepers, namely Mega Salamence, Extreme Killer Arceus, Swords Dance Arceus-Ground, and some Rock Polish Primal Groudon. Stealth Rock can be used if no other teammate can use it, but Skarmory strongly prefers running the more exclusive Spikes.

Set Details

Maximum EV investment in HP and Defense allows Skarmory to better take on the physical attackers it needs to stop. Leftovers is the item of choice, as its passive recovery increases Skarmory's longevity. Shed Shell is another viable item, allowing Skarmory to escape from Mega Gengar and other Shadow Tag users. Rocky Helmet is a possible item that gets nice chip damage on foes such as Extreme Killer Arceus, but this is generally not as helpful as Leftovers recovery. Running a physically defensive spread enables Skarmory to primarily check strong physical attackers, such as Swords Dance Arceus, Mega Salamence, and some Primal Groudon, by means of phazing and Toxic stall, as well as to set up Spikes against these Pokemon and punish switches accordingly.

Usage Tips

Switch Skarmory into foes it walls, and if the opposing Pokemon is directly threatening via setup, phaze it with Whirlwind. However, if a foe is not setting up or does not pose an immediate threat, Skarmory can take this as an opportunity to spread Toxic and set up Spikes. It should also try to keep healthy with Roost, as if it is too worn down, it can be overwhelmed.

Team Options

Primal Groudon is a good teammate for Skarmory, as it checks Xerneas, Kyogre, and Zekrom, all of which threaten Skarmory. Skarmory also appreciates Pokemon that can deal with Ho-Oh, so Arceus-Rock, Arceus-Water, and Mega Diancie make for good teammates; Arceus-Water also helps checks Primal Groudon. Tyranitar checks Ho-Oh to an extent as well while also checking Latias and Latios without stacking Steel-types. Latias and Latios are good partners themselves, as they check Kyogre and Primal Groudon. Giratina-O also checks Primal Groudon and can block Rapid Spin users thanks to its Ghost typing. Finally, Skarmory dislikes being burned, so clerics such as Xerneas, Diancie, Blissey, and Clefable make for good partners.

Specially Defensive

Move 1
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying
Move 2
  • Spikes
    Hurts grounded foes on switch-in. Max 3 layers.
    TypeGround
Move 3
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
Move 4

Moves

Roost is a necessary move to provide Skarmory with reliable recovery. Spikes specifically punishes Latias, Latios, and support Arceus formes, which Skarmory can beat with Toxic. Toxic's primary purpose is pressuring Defog users, especially the aforementioned Arceus, Latias, and Latios. Whirlwind allows Skarmory to phaze setup sweepers in a pinch, such as Mega Salamence, Calm Mind Latias and Latios, and Calm Mind Arceus.

Set Details

252 HP and 252 Special Defense EVs with a Calm nature are necessary to best take on Latias, Latios, and Arceus, as Skarmory's base Special Defense stat is low. Leftovers is an important item for passive recovery that allows Skarmory to escape certain 2HKOs, so no other item should be used on specially defensive Skarmory. The main niche of the specially defensive Skarmory set is that it functions as a Spiker that can beat common Defog users Latias, Latios, and support Arceus with Toxic and Roost, enabling it to very reliably set up Spikes.

Usage Tips

Switch Skarmory into support Arceus, Latias, and Latios, Toxic them, and set Spikes. Keep in mind that Skarmory will have to use Roost often to keep healthy, as the Pokemon it checks wear it down more easily than physical threats wear down the physical set. Do not switch into Calm Mind Arceus-Dark and Arceus-Ghost because those will overwhelm Skarmory. Additionally, play carefully around Mega Gengar, because it will trap, Taunt, and remove Skarmory with ease.

Team Options

Pursuit users, such as Tyranitar, are very important to deal with Mega Gengar. Arceus-Water is a good teammate that checks Groudon and Ho-Oh. Kyogre checks such as Primal Groudon, Latias, and Latios are useful; the former also checks Xerneas and Zekrom, while the latter two also check Groudon. Giratina-O is a good Groudon check that also spinblocks. Xerneas, Diancie, Blissey, and Clefable offer cleric support, which Skarmory appreciates. Skarmory also likes reliable Stealth Rock setters, such as Primal Groudon, to supplement its Spikes.

Other Options

Brave Bird is a viable move that usually 2HKOes Mega Gengar so that Skarmory is not complete Gengar bait; it also hits Mega Mewtwo X and bypasses Taunt. Taunt can be used to shut down opposing entry hazard setters and support Pokemon such as Lugia, in addition to keeping entry hazards up by preventing Defog if Taunt is used as the Defog user switches in. A lead set with Spikes and Custap Berry can set up entry hazards while also providing a check to Mega Salamence and other physical threats for offense, but it struggles to compete with Forretress, which has access to Rapid Spin. Defog can be used on Skarmory, though only if absolutely necessary because it tends to clash with entry hazards. Iron Head can be used to hit Mega Diancie, which will otherwise wall Skarmory. Counter can help Skarmory reliable take out physical attackers but only has situational use.

Checks and Counters

Magic Bounce: Mega Sableye and Mega Diancie are excellent checks to Skarmory, because they both bounce back Spikes, Toxic, Whirlwind, Taunt, and Stealth Rock. Additionally, Mega Sableye can burn it and Mega Diancie can whittle at its HP or set up with Calm Mind. Mega Sableye fears next to nothing, while Mega Diancie only fears the rare Iron Head.

Strong Special Attackers: Because of Skarmory's low Special Defense stat, strong special attackers can overwhelm it. Primal Kyogre can simply hit Skarmory with Origin Pulse or Thunder; Yveltal can do the same with Dark Pulse. Neutral Arceus formes can beat the physically defensive set, though they cannot beat the specially defensive set without Calm Mind.

Fire-types: Ho-Oh switches in on Skarmory with ease and threatens it with Sacred Fire, which can even burn and OHKO through Sturdy. It also doesn't fear Toxic too much, as Regenerator will heal off the damage. Primal Groudon can also beat Skarmory if it is running Fire Punch, Lava Plume, or Overheat, though it does not like Toxic and cannot beat Skarmory if it lacks one of these moves.

Mega Gengar: If Skarmory lacks Brave Bird or Shed Shell, Mega Gengar can trap Skarmory and use Taunt, which will prevent it from doing anything, and proceed to KO with repeated Shadow Balls or other attacks, making it significantly easier for one of Mega Gengar's teammates, such as Swords Dance Arceus, to sweep.

Rapid Spin: Rapid Spin users can remove the entry hazards that Skarmory sets. Forretress, Cloyster, and Excadrill are the primary users of this move. However, these Pokemon do not necessarily beat Skarmory but rather remove its entry hazards.

Turboblaze and Teravolt: By virtue of their abilities, Zekrom, Reshiram, and Kyurem-W can all OHKO Skarmory through Sturdy. They also don't fear much in return from Skarmory.

Taunt: Taunt users can shut down Skarmory, rendering it useless and making it setup fodder for other Pokemon, or simply overpower Skarmory by preventing it from using Roost.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
15
Raises the user's Speed by 2; user loses 100 kg.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
15
-1 evasion; clears user and target side's hazards.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
80
Accuracy
100%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
15
Accuracy
85%
PP
20
Hits 2-5 times in one turn.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
Accuracy
PP
10
Swaps Defense and Sp. Def changes with target.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
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
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
85%
PP
40
Lowers the target's Sp. Def by 2.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
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
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
60
Accuracy
100%
PP
10
User and foe fly up turn 1. Damages on turn 2.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
20
Hurts grounded foes on switch-in. Max 3 layers.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
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
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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