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 Sigilyph

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Frost
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PostSubject: Sigilyph   Thu Oct 04, 2012 6:14 pm

SigilyphAvianoid Pokemon
Tinted Lens
2x
1x
---
0.5x
0.25x
0x
HP72254-348
Atk58108-236
Def80148-284
SpA103189-335
SpD80148-284
Spe97179-322

Wonder Skin
Magic Guard
Overview
If there's one word to describe Sigilyph, it's annoying. No matter what tier it's used in, what's being used against it, or what set it has, the universal reaction to seeing this bird is a bitter mix of irritability and dread. Sigilyph may be one of those few pokes that was made with a purpose in mind, and that purpose is to stall. While its stats may not look too impressive, when combined with a fantastic supportive move pool Sigilyph has all the tools it needs to drive enemy teams to the brink of insanity.

Sets
CosmicTroll
Breakdown (Sigilyph) (F) @ Flame Orb
Trait: Magic Guard
EVs: 252 HP / 252 Spd / 4 Def
Calm Nature (+SDef, -Atk)
- Stored Power
- Cosmic Power
- Psycho Shift
- Roost
Sigilyph's most popular set, and for a very good reason. This works exceedingly well for it. Cosmic Power can boost your defenses very quickly, allowing Sigilyph to wall pretty much anything. Psycho Shift can transfer your burn to enemy attackers, and it allows you to stall out dark types. Roost will be Sigilyph's recovery move, allowing it to stall for long periods of time. Lastly we have Stored Power, which will tear through your enemies after enough Cosmic Powers. You can also play around with the EV's if desired. Max speed will allow Sigilyph to use Cosmic Power more quickly and outspeed some threats. More defensive EV's can be used to give Sigilyph more staying power, also allowing for more Cosmic Power boosts.

Triple Status
Bleuniclus (Sigilyph) (F) @ Flame Orb
Trait: Magic Guard
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Psycho Shift
- Thunder Wave
- Toxic
- Roost
Inspired by Triple Status Reuniclus, here's the Sigilyph version. This set is designed solely to hinder the enemy team as much as possible. There is nothing to this date that isn't affected by at least one of these statuses, so this set can hit pretty much everything. Also unlike Reuniclus, Sigilyph can be used in every tier.

Checks and Counters
Houndoom, Houndoom, a thousand times Houndoom. Immune to both burns and Stored Power, the average Sigilyph is completely incapable of harming it. However after enough Cosmic Powers Houndoom can't really do much to it either. Omastar and Cloyster are enormous pains for Sigilyph. They can quickly overtake its boosts via Shell Smash and hit hard with ice moves. Sableye can ruin Sigilyph's day. It's immune to Stored Power and more often than not it can stop stalling in its tracks with a priority Taunt. Almost all Reuniclus give Sigilyph problems. It can match your Cosmic Powers with Calm Minds, and most Sigilyph can barely do any damage to it. If Sigiylph hasn't setup yet, Conkeldurr can be a bit of a pain, carrying Guts and a hard hitting Payback. However after the Cosmic Powers get going it really isn't a threat. Weavile is another problematic threat. It has an immunity to Stored Power and STAB in 2 of Siglyph's weaknesses, and it can make use of the high crit rate move Nightslash, which would likely devastate a Sigilyph. Various users of Stone Edge can give Sigilyph quite the difficult time. This bird is EXTREMELY vulnerable to critical hits, which tend to happen more frequently the longer it tries to stall. It's best to quickly try and dispose of threats for that reason. Continuing to try and set up on an offensive threat can have disastrous consequences. Even if Sigilyph can live the damage easily, it is better to either burn or attack with Stored Power in order to avoid fatal critical hits.

Teammates
Like other magic guard users, Sigilyph can perform very well on hail and sand teams. The basic set partners well with Ferrothorn or Chansey. Both can come in on hits for Sigilyph if it doesn't get the chance to setup, and they can also offer paralysis support which is greatly appreciated. Sableye can be used to thwart counter setup attempts and hinder enemies that Sigilyph can't deal with. In Creative, Primeape and Machamp can beat back dark types like Houndoom, and Sigilyph compliments them very well defensively. Lucario can also come in for a Justified boosts when dark moves are aimed at Sigilyph, which both would greatly appreciate. A spinner is reccommended, as while Sigilyph is setting up or stalling the opponent may take the chance to lay down hazards. Having a Rapid Spin user will allow you to continue setting up and stalling without having to send in a Taunt or Magic Bounce user.

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Last edited by Frost on Thu Oct 18, 2012 4:05 pm; edited 7 times in total
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PostSubject: Re: Sigilyph   Wed Oct 10, 2012 2:03 am

I would really appreciate more sets if any of you have some. But please no offensive ones.

Seriously, if you think about it offensive Sigilyph is really just weaksauce Alakazam with air slash. While its offensive stats are pretty good, there are many better options for it, as well as offensive additions to a team. Even Kadabra has higher speed AND special attack.

So in conclusion offensive sets will most likely be rejected. I am well aware that they exist. Offensive sets also exist for Blissey. If you really want to post an offensive Sigilyph somewhere you can put it in creative move sets or Ddogthekingtracesthread

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PostSubject: Re: Sigilyph   Wed Oct 10, 2012 7:51 pm

Maybe you could add this in to your first set as another option, but if you don't like it, just delete the post.

Flame Orb -> Life Orb
Psycho Shift -> HP fight

HP fight is for heatran, weavile, and mamo when you have only 1 boost, life orb for power. Just a recommendation for a more offensive approach, but still having a high defense.

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PostSubject: Re: Sigilyph   Wed Oct 10, 2012 9:02 pm

For the first set, I would lower the speed slightly so that it hits 285, which outspeeds Mamoswine. It currently hits 293 speed, which ties with Haxorus. I mean, I guess that speed tying with Haxorus could be helpful, but I would prefer the slightly extra bulk from hitting a lower speed (which won't matter much anyway), and putting the EVs in defense or special defense.

Also, would offensive sets be viable in lower tiers?

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PostSubject: Re: Sigilyph   Wed Oct 10, 2012 11:13 pm

For lower tiers concerning offense, you just have better options everywhere. I know our tiers aren't quite in order yet but Alakazam is a much better decision if you want to use low tier Magic Guard/Life Orb. And even if that gets banned Kadabra has better speed and special attack than Sigilyph. As for Tinted Lense Yanmega also does a better job than Sigilyph with that ability. Offensive Sigilyph isn't quite bad per say, but it's just outclassed at almost every possible offensive option :/. Oh and I'll take care of the EV adjustments later. I'll probably use the ones you listed and mention max speed in other options (Speed really doesn't matter that much for the first set anyway.)

Also Panda Kingtrace and I tried testing a similar set only with Calm Mind. We didn't get to work on it for long so we don't have conclusive results, but if it turns out to be not completely terrible we'll add it. The adjustment you suggested also sounds viable, but maybe you should make a new set for it? I mean psycho shift is kind of the whole point of the first set so suggesting to replace it makes no sense. The EV's might also be different since you're trading burn stall for offense when taking on dark types is concerned. (Also thanks for mentioning Weavile because I completely forgot to include it in checks/counters)


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PostSubject: Re: Sigilyph   Wed Oct 10, 2012 11:52 pm

Actually, for the first set, could you potentally replace Cosmic Power with Calm Mind, then make the EVs max defense and max HP? Sure, you don't get the physical defense boosts from Cosmic Power, but you still have psycho shift, and those Stored Power attacks will become really strong with some special attack boosts.

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PostSubject: Re: Sigilyph   Thu Oct 11, 2012 12:20 am

Well Sigilyph's natural physical bulk just isn't good enough for it to play a strong wall without Cosmic Power. And actually that's the other set I mentioned above. If it works well in testing, it will be added, but it won't replace the first one. But so far we haven't had much time to see. If you want to try the spread we were working with I can give it to you.

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PostSubject: Re: Sigilyph   Sat Oct 13, 2012 10:54 pm

You could possibly do baton Pass receiver/sender.

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PostSubject: Re: Sigilyph   Sat Oct 13, 2012 11:58 pm

It's not a bad idea but two things

1) Sigilyph doesn't get Baton Pass
2) ANYTHING with any set ever can receive Baton Passes.

So yeah I couldn't make a sentence let alone a set on that for this article.

However I gotta admit, when you suggested baton passer I did get all excited because I can just imagine this thing passing +6 cosmic power to a stored power Espeon. It's just too bad it can't happen :/

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PostSubject: Re: Sigilyph   Sun Oct 14, 2012 5:25 pm

Ah shoot. Well, for Checks and Counters I would put conkeldurr (when you just sent sigliyph in) because it's not affected by burn because of Guts and can use payback, but it's kinda rare that that would happen XD

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PostSubject: Re: Sigilyph   Thu Oct 18, 2012 10:04 am

Ok, nice analysis Frost. A few thoughts:

For the second set, I think that an attacking move could go over Toxic, or even Psycho Shift, and that attacking move should be Air Slash, then Psychic, in that order. Obviously, Air Slash pairs well with Thunder Wave, and it gives you a chance to take down some threats, like Houndoom. Psychic is the stronger stabbed move, but believe that Air Slash hits more targets than Psychic.

Also, for the counters section, I would list Calm Mind Reuniclus. Reuniclus can use Calm Mind while Sigalyph uses Cosmic Power, Reuniclus isn't affected by Burns, and Reuniclus can hit Sigalyph hard with Shadow Ball while Sigalyph can only hit Reuniclus with the resisted Stored Power.

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PostSubject: Re: Sigilyph   Thu Oct 18, 2012 3:49 pm

Well the triple status is really just a gimmick, it's there for the same reason the ruiniclus variety is XD

What I can do is make a paraflinch set like the one you suggested and put it above triple status. If we get enough viable sets made I'll put triple status in spoilers, but right now we have a grand total of 3. Although I think I'll put psychic in other options, because psycho shift can be used to better deal tyranitar and it helps compensate for physical threats.

And yeah i agree about reuniclus. Thanks for mentioning it. Panda I'll mention yours too, as Conk can be a pain, but only if sigilyph hasn't set up yet.

I'll get around to all of this as soon as I can, I've been a bit busy lately so that's why I've been slightly neglecting this.


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PostSubject: Re: Sigilyph   Mon Oct 29, 2012 1:09 am

Ok by "as soon as I can" I meant never *is shot*

In all seriousness I'll finish this... eventually XD

It's not as if this really matters to anyone else Razz

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PostSubject: Re: Sigilyph   Mon Oct 29, 2012 1:53 am

Alright, just finish this as soon as you can Frost. Just don't take forever to do it.

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PostSubject: Re: Sigilyph   Thu Nov 29, 2012 10:47 am

Hey Frost, its been forever (a month) now. I know it probably isn't the highest priority, but when are you going to finish the analysis?

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