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>
[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>