(In Progress) Sigilyph (Analysis)

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Well, here it is. I've yearned to write an analysis for quite some time, especially so for Sigilyph, who happens to be one of my all time favorite Gravity users. Comments and suggestions are welcomed.

[Overview]

<p> VGC Sigilyph works much like your typical DW OU Sigilyph at the foundation: it's reasonably bulky both physically and specially and makes for a great choice for a defensive pokemon in VGC because of its unpredictability. With access to boosting moves, reliable healing, and general utility moves, Sigilyph can fill a unique role in the VGC environment. The downside of Sigilyph is its icky /Flying type on the defensive and its weakness to dark type moves--specifically, pursuit. Thanks to the Gen V only rule, T-Tar and Scizor are out as two of the biggest threats to Sigilyph, allowing Sigilyph to thrive more in VGC '11 than it can in any other tier.</p>

[SET]
name: Physically Defensive
move 1: Calm Mind
move 2: Roost
move 3: Air Slash/Air Cutter
move 4: Stored Power
item: Leftovers
ability: Magic Guard
nature: Bold
evs: 252 HP/252 Def/4 SpD

[SET COMMENTS]

<p>This set tries to cover Sigilyph's dark type weakness, since pursuit is its biggest roadblock. After one calm mind, this guy can take a Water Spout from 252 SpA Modest Jellicent, and should be able roost it off, granted the next water spout is not coming out of full HP Jellicent. Stored Power is key here because after 2 calm minds it will come out of +2 SpA and have a base power of 100. Air Cutter is easily viable over Air Slash because you will be hitting both enemy targets, but there is a trade off between a chance to flinch and a boosted critical hit ratio. This set can come in on any predicted fighting type move, but specifically needs to watch out for Hydreigon's Dark Pulse and Zoroark's Night Burst or Snarl.
Trick room support is recommended for this set because of Conkeldurr's Payback as well as Sigilyph's generally lackluster speed. With trick room, payback will generally be dropped to base 50, and can be roosted off from +1 Conkeldurr, bar crits. In Trick Room, you will want to run Relaxed nature. </p>

[SET]
name: Pure Defense
move 1: Cosmic Power
move 2: Roost
move 3: Psycho Shift
move 4: Stored Power
item: Flame Orb
ability: Magic Guard
nature: Bold
evs: 252 HP/132 Def/120 SpD


[SET COMMENTS]

<p>This is your standard Sigilyph for Gen V DW OU. This set is dangerous in VGC because of its predictability, so you will run the risk of being checked more easily by predicted switch-ins. Stored power gains 40 base power for each level of Cosmic Power you add on. Flame Orb and Magic Guard allow you to Psycho Shift burns onto the opposing team without the nasty residual damage, crippling most physical sweepers. If you manage to set up 2 Cosmic Power's, this set will be nigh unstoppable, leaving the opponent to pray for a crit or phaze/haze Sigilyph.</p>

[ADDITIONAL COMMENTS]

<p>On all sets, Relaxed or Sassy are preferable if there is Trick Room support, and a 0 speed IV is also recommended.</p>


[Other Options]

<p>The most interesting move that Sigilyph makes surprisingly good use of is Gravity. On the Purely Defensive set, switch out Cosmic Power for Gravity, and, if so desired, switch out Flame Orb for Leftovers and use Hypnosis over Psycho Shift. Gravity fixes Sigilyph's nasty Rock, Electric, and Ice weaknesses, but Gravity also eliminates Sigilyph's ground immunity. Other interesting moves in Sigilyph's pool include Whirlwind, which is better left to bulkier pokemon with better typing, Light Screen and Reflect, which inflict Sigilyph with a terrible case of the '4 move slots blues', Tailwind, which just isn't as globally useful as some of Sigilyph's other moves, and Trick Room, which is not recommended because Reuniclus entirely outclasses Sigilyph as a Trick Roomer. Sigilyph also has various other coverage moves, including Charge Beam, Ice Beam, Energy Ball, and Shadow Ball.</p>

[Checks and Counters]

<p>Zoroark counters Sigilyph pretty hard with either Snarl or Night Burst. Conkeldurr will counter Sigilyph if you do not use Trick Room to manipulate the base power of Payback, but Sigiylph can easily come in on Conkeldurr, set up 2 Cosmic Powers, and then roost off the damage. Conkeldurr will completely destroy Sigilyph, however, if it has Guts and comes in on one of Sigilyph's burns. Hydreigon is the closest thing to a Sigilyph check, forcing Sigilyph out with Dark Pulse. Jellicent is slower than Sigilyph, and can be ko'd, given some support from Sigilyph's partner or defensive boosts, otherwise Shadow Ball will force Sigilyph out. Chandelure forces Sigilyph out without Trick Room active, which leaves a tough decision as to whether or not to support Sigilyph with Trick Room or not, depending on what your team is weak to, Chandelure or Jellicent. </p>

[Team Options]

<p>Sigilyph loves to come in on fighting type moves and set up. Any pokemon that shies away from or provokes the use of fighting type attacks can enable Sigilyph to come in often. Because of typing and obscurity, Zoroark doesn't mind disguising itself as Sigilyph, either. Sigilyph really appreciates Justice Heart pokemon, especially the likes of Kobalion, who resists many of Sigilyph's weaknesses. Any pokemon that works well on a Gravity or Trick Room team will also work well with Sigilyph, just mind the Earthquakes because they will hurt Sigilyph in Gravity.</p>
 
Like I said the big pursuit users, Scizor and T-Tar are out of the picture. But gravity is perfectly viable and I bumped the cosmic power set down to second from first where it is for normal Gen V OU play.

EDIT: Also jackass remarks like that aren't really appreciated. First of all, you contributed absolutely nothing to the content on the page. If you have a problem with it, post a suggestion. Second of all, boosting moves and pursuit get plenty of usage in VGC. As for Gravity, it's in the additional comments. There are builds around here that have tailwind in the first set listed. Honestly, I've seen you hop around a ton of QC threads and you post a bunch of garbage posts like that. Seriously criticizing my suggestion that pursuit is a threat to Sigilyph in VGC is completely asinine. I really hate to digress in such a manner, but that was truly a terrible post and I would have it removed from the thread for it's specifically unhelpful nature if I could.

If anyone has any actual content to add, feel free.
 
Sorry, it seems from your analysis you lack the vgc experience to do this well.

QC Failed 1/2
 
I'm gonna have to agree with cosmicexplorer here... the sets you posted are not viable a single bit in VGC. VGC is a completely different metagame than singles, and not to the point where it makes this set viable. Two things are attacking this thing, possibly, making set up even harder and stall the hardest strategy to utilize, unless you are Jesus. Pursuit is never used in VGC, gravity is never seen in VGC (I actually lol'd when I played a gravity team and smashed it 4-0), and this thing is just taunt bait. If you tested it and it "worked" for you, then I suggest testing it on some people that know VGC instead of some OU people trying out VGC.

QC DENIED 2/2
 
I gave both of these sets a shot and neither performed up to my standards. Both these sets were stopped cold by Taunt and I found that more often than not Sigilyph sat there being dead weight. You also talk about Sigilyph 'coming in' on attacks and setting up. This generally isn't the case in VGC. Switches are few and far between and more often than not, if you switch something into an attack it does not have enough health to survive two more attacks and set up.

You also seem to be mistaken about how Gravity works.

Gravity fixes Sigilyph's nasty Rock, Electric, and Ice weaknesses, but Gravity also eliminates Sigilyph's ground immunity.

Gravity does not remove the flying type and 'fix nasty weaknesses.' In fact, under Gravity, you are actually making Blizzard and Rock Slide more accurate. This leads me to believe that you did not actually test these sets before arbitrarily posting these movesets. Throughout this analysis, you have demonstrated your lack of knowledge of the VGC metagame. With 3 disapprovals, I am closing this thread and removing your reservation on this. Please try to learn the metagame that you are writing about.

(Pursuit is never seen in VGC -- boosting moves are far and few between. Though I do not agree with the way cosmicexplorer called you out on this, you demonstrated your lack of knowledge even more when you attempted to throw back the 'don't tell me I don't know VGC comment' at him)
 
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