Sigilyph
Sword

Psychic power allows these Pokémon to fly. Some say they were the guardians of an ancient city. Others say they were the guardians’ emissaries.

Pokédex & Training Data

Classification Avianoid Pokémon
Height 1.4 m (4'07")
Weight 14.0 kg (30.9 lbs)
Abilities
EV Yield +2 Sp. Atk
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Flying

Pokédex Numbers

Unova (B/W) #067
Unova (B2/W2) #120
Kalos (Coastal) #090
Galar (Sw/Sh) #297
National #561

Learned Moves

Level Up Moves

Sword/Shield
Lvl Name Class Power Acc. PP Effect
1 Gust
40 100% 35 Inflicts regular damage and can hit Pokémon in the air.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
5 Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
10 Hypnosis
— 60% 20 Puts the target to sleep.
15 Air Cutter
60 95% 25 Has an increased chance for a critical hit.
20 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
25 Whirlwind
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
30 Cosmic Power
— — 20 Raises the user’s Defense and Special Defense by one stage.
35 Air Slash
75 95% 15 Has a 30% chance to make the target flinch.
40 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
45 Tailwind
— — 15 For three turns, friendly Pokémon have doubled Speed.
50 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
50 Reflect
— — 20 Reduces damage from physical attacks by half.
55 Sky Attack
140 90% 5 User charges for one turn before attacking. Has a 30% chance to make the target flinch.
60 Skill Swap
— — 10 User and target swap abilities.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
TM06 Fly
90 95% 15 User flies high into the air, dodging all attacks, and hits next turn.
TM08 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM09 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM11 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM14 Thunder Wave
— 90% 20 Paralyzes the target.
TM17 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM18 Reflect
— — 20 Reduces damage from physical attacks by half.
TM19 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM23 Thief
60 100% 25 Takes the target’s item.
TM24 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM25 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM27 Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM30 Steel Wing
70 90% 25 Has a 10% chance to raise the user’s Defense by one stage.
TM31 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM33 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM39 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM40 Swift
60 — 20 Never misses.
TM44 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
TM60 Power Swap
— — 10 User swaps Attack and Special Attack changes with the target.
TM62 Speed Swap
— — 10 Exchanges the user’s Speed with the target’s.
TM69 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
TM70 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM72 Magic Room
— — 10 Negates held items for five turns.
TM76 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM95 Air Slash
75 95% 15 Has a 30% chance to make the target flinch.
TR05 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TR11 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR20 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TR25 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TR26 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TR27 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR33 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TR34 Future Sight
120 100% 10 Hits the target two turns later.
TR36 Heat Wave
95 90% 10 Has a 10% chance to burn the target.
TR38 Trick
— 100% 10 User and target swap items.
TR40 Skill Swap
— — 10 User and target swap abilities.
TR44 Cosmic Power
— — 20 Raises the user’s Defense and Special Defense by one stage.
TR49 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TR58 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TR65 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR69 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
TR70 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR82 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
TR92 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Dual Wingbeat
40 90% 10 Inflicts regular damage with no additional effect.
Expanding Force
80 100% 10 Inflicts regular damage with no additional effect.

Egg Moves

Sword/Shield
Name Class Power Acc. PP Effect
Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
Psycho Shift
— 100% 10 Transfers the user’s major status effect to the target.
Roost
— — 5 Heals the user by half its max HP.

Base Stats

Hp 72
Attack 58
Defense 80
Sp. Atk 103
Sp. Def 80
Speed 97
Total 490

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
2x
0.25x
0x
0.5x
2x
2x
2x