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Submission: On May 06 via manual from US — Scanned from CA
Submission: On May 06 via manual from US — Scanned from CA
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Gen DP * Search * Pokemon * Moves * Abilities * Items * Types * Formats Type to start searching. In other gens: * GS * RS * DP * BW * XY * SM * SS * SV SKARMORY Playback speed 1x Normal Quality Auto 360p Back 360p Auto 360p Back 0.25x 0.5x 1x Normal 1.5x 2x 00:00/02:37 Skip Ads by IN-BATTLE FORMES Type * Steel * Flying Immune to: * Ground * Poison Strongly resists: * Bug * Grass Resists: * Dark * Dragon * Flying * Ghost * Normal * Psychic * Steel Weak to: * Electric * Fire Abilities * Keen Eye Prevents other Pokemon from lowering this Pokemon's accuracy stat stage. * Sturdy OHKO moves fail when used against this Pokemon. Tier * OU HP:65 Attack:80 Defense:140 Sp. Atk:40 Sp. Def:70 Speed:70 Min (-ve nature, 0 IVs)130Default176Max Neutral239Max Positive262Max Neutral (+1)358Max Positive (+1)393Max Neutral (+2)478Max Positive (+2)524OverUsedPhysically Defensive176Specially Defensive176Offensive Spiker262 STRATEGIES * en Formats: * OU * Uber Written by johnnyg2 OVERVIEW Skarmory returns as one of the best defensive Pokemon and Spikes users in the metagame. Skarmory’s fantastic Steel / Flying typing, base 140 Defense stat, and varied defensive movepool make it a fanstatic wall. Skarmory is an excellent answer to hyper offense teams lacking Magnezone, as it can heal off multiple boosted attacks and phaze out the opponent while setting up entry hazards. Skarmory can run physically and specially defensive sets, depending on team composition. Physically defensive sets are great answers to Fighting-types such as Machamp and Breloom and emphasize Skarmory’s ability to answer boosted sweepers, while specially defensive sets stave Skarmory off against mixed sweepers while also absorbing boosted Latias’s attacks well. Skarmory can run an offensive Spikes set focused on setting up hyper offensive teams with Stealth Rock and Spikes while preventing set up with Taunt. Skarmory’s main issues lie in its weakness to Magnezone and the way the metagame has adapted to it. Magnezone is the bane of Skarmory’s existence, as it traps and OHKOes it while Skarmory has no options to damage it. Skarmory can run Shed Shell to escape from Magnezone; however, running Shed Shell means Skarmory loses out on Leftovers recovery and cannot afford to take Knock Off from Clefable or Gliscor that are paired with Magnezone. Without Leftovers, Skarmory cannot recover easily from absorbing powerful physical attacks such as Metagross's Explosion while also struggling with Breloom, Machamp, and Jirachi. Physically defensive Skarmory also is weak to surprise special attacks from Pokemon it is supposed to wall, such as mixed Flygon's Fire Blast, Jirachi’s Electric-type coverage, and Swampert’s Hydro Pump, while specially defensive variants can be overwhelmed by strong physical moves such as +1 Tyranitar’s Stone Edge, +1 Dragonite’s Fire Punch, and Breloom’s Focus Punch. Offensive Spikes variants often have little to no bulk and suffer against Rapid Spinning later in the game. Most specially offensive leads can OHKO offensive Skarmory, while without recovery, Skarmory can be worn down easily. Export PHYSICALLY DEFENSIVE Move 1 * Spikes Hurts grounded foes on switch-in. Max 3 layers. TypeGround Move 2 * Roost Heals 50% HP. Flying-type removed 'til turn ends. TypeFlying Move 3 * Whirlwind Forces the target to switch to a random ally. TypeNormalAccuracy100%Priority-6 Move 4 * Brave Bird Has 1/3 recoil. TypeFlyingCategoryPhysicalPower120 BPAccuracy100% * Drill Peck No additional effect. TypeFlyingCategoryPhysicalPower80 BPAccuracy100% * Counter If hit by physical attack, returns double damage. TypeFightingCategoryPhysicalAccuracy100%Priority-5 Item * Leftovers At the end of every turn, holder restores 1/16 of its max HP. * Shed Shell Holder may switch out even when trapped by another Pokemon, or by Ingrain. Ability * Keen Eye Prevents other Pokemon from lowering this Pokemon's accuracy stat stage. Nature * Impish EVs * 252 HP * 252 Def * 4 SpD MOVES Physically defensive Skarmory is focused on setting entry hazards, walling most physical threats, and phazing the opponent. Skarmory is one of the few viable Spikes setters in the metagame. With invesment, Skarmory's defensive prowess allows it to set up Spikes easily on most Pokemon without special moves. Roost keep Skarmory healthy and negates its Flying-typing for a turn. Beware of opponents taking advantage of Roost to hit Skarmory with a super effective attack such as Swampert’s Earthquake, Breloom's Focus Punch, Machamp’s DynamicPunch, and Scizor’s Superpower, however. One of Skarmory main advantages over other Spikes setting walls such as Forretress is its ability to phaze after setting entry hazards up. Whirlwind has two main uses: phaze out boosted sweepers such as Dragonite, Tyranitar, and Gyarados as well as spread entry hazard damage. Skarmory’s Whirlwind is one of the best ways for defensive teams to hurt the opponent, especially since most Skarmory answers such as Magnezone and Heatran are grounded. Whirlwind also assists against Substitute users, especially Breloom and Machamp if Skarmory lacks a Flying-type move. For more active damaging options, Brave Bird is an excellent move to make it a better answer to Gyarados, Gliscor, Lucario, Infernape, Breloom, and Machamp. Provided it is facing a defensive team, Brave Bird also gives Skarmory an option to pressure Clefable, forcing it to heal more often as well as finishing weakened walls dragged in by Whirlwind. Should recoil be a concern, Drill Peck is a safe alternative that doesn't wear Skarmory down, useful against foes such as Taunt Gliscor. Counter gives Skarmory a more offensive answer to boosted sweepers: as foes do not want to get phazed, physical attackers will often attack into Skarmory to weaken it for later in the game. Counter can OHKO Gyarados, Dragonite, and Tyranitar with Stealth Rock after Skarmory takes a boosted attack. As some defensive teams don’t have many Stealth Rock users, Skarmory can set up both entry hazards due to the free turns it generates. This does make Skarmory susceptible to Taunt, however. SET DETAILS Physically defensive Skarmory generally should use close to maximum HP and maximum Defense EVs, as it needs all the physical defense it can get to check Dragon Dance sweepers such as Dragonite, Gyarados, and Tyranitar while also answering Breloom, Metagross, and Machamp. It is less vulnerable to Jirachi continuously flinching it with Iron Head as well. If using Counter, Skarmory should use 180 Defense EVs instead to allow it to OHKO Gyarados using +1 Waterfall with Counter after Stealth Rock, with the remaining 76 EVs in Special Defense to help it take stray special hits. Skarmory can also use more Special Defense EVs, as the base stat is quite low and can help against various mixed attackers; however, Skarmory generally needs significant investment before it can reliable take special attacks. Skarmory can run some extra Speed EVs, such as up to around 60 EVs to outspeed minimum Speed Heatran. This allows it to Whirlwind out other Skarmory first and outspeed slower Breloom before it uses Spore. The choice between Leftovers and Shed Shell is team dependent. Leftovers is preferred, as Skarmory is forced to Roost much earlier without Leftovers and generally struggles to wall threats. For example, Metagross can KO Skarmory with Explosion much easier if Dragonite hits it hard with a +1 Fire Punch if it doesn’t heal with Leftovers. Skarmory should stick to Drill Peck instead of Brave Bird with Shed Shell to further minimize residual damage. Skarmory has to be much more careful against Clefable and Gliscor, as it still is vulnerable to Magnezone if it takes a Knock Off. Shed Shell is also useless if the opponent doesn’t have Magnezone. However, Shed Shell can invalidate Magnezone teams that rely on it to remove Skarmory. Magnezone teams often are very weak Skarmory otherwise, allowing it to excel in its role of setting up hazards and walling. USAGE TIPS Skarmory should come in liberally throughout the game to lay hazards and wall threats. Skarmory has a huge list of Pokemon it can use as setup fodder. If Skarmory lacks Shed Shell, it has to worry about potential Magnezone switches. This vulnerability can be answered by double switching to one’s own Magnezone or using Whirlwind immediately. Often, the second layer of Spikes isn’t as valuable as the first and third, so prioritize setting up Stealth Rock then one layer of Spike should Skarmory have both. Some Pokemon such as Tyranitar, Jirachi, and Swampert can have strong special coverage, so be careful about using these Pokemon as setup fodder. Being aggressive with Whirlwind is fantastic at wearing down the opposing team even with not many entry hazards set. Counter can also potentially force difficult mindgames for foes trying to break through Skarmory, so take advantage of this if you have it. Despite Skarmory's incredible bulk, it can be overwhelmed by the threats it answers. Mastering the timing of Roost is critical; Skarmory should be keeping its health high with Roost to avoid being overwhelmed by Explosion and set up sweepers. However, opponents can take advantage Roost, as now Skarmory with be vulnerable to super effective Ground- and Fighting-type moves. Skarmory can also be overwhelmed by strong offensive Water-types such as Choice Band Swampert and boosted Gyarados, especially if Waterfall flinches, so don’t rely on it solely for this purpose. Skarmory also can be crippled by Trick, so against threats it easily walls like Metagross and Bronzong, beware of Trick + Iron Ball or Choice Band. Keeping Skarmory unstatused is often critical to beating opposing Skarmory and defensive threats such as Clefable, so avoid taking Jirachi’s Body Slam, Starmie’s Thunder Wave, and Gengar’s Will-O-Wisp for example in this case. TEAM OPTIONS Physically defensive Skarmory has many possible teammates as a staple of DPP OU. Both offensive and defensive teams greatly appreciate the extra chip damage Spikes provides and Skarmory’s defensive prowess. Tyranitar is one of the best partners, as its Choice Scarf set can Pursuit trap Starmie trying to Rapid Spin away Stealth Rock and Spikes, utility Tyranitar can set up Stealth Rock and handle Electric- and Fire-type coverage better while also covering Starmie, and Dragon Dance Tyranitar’s counters are mostly grounded, allowing it to break through opposing teams. Sand is also helpful for making residual damage stick. Skarmory also appreciates a Ghost-type such as Gengar and Rotom-A to block Rapid Spin. Gengar is excellent on more offensive teams, as it forces many switches with its power and Will-O-Wisp, while Spikes helps put defensive Tyranitar in range of Focus Blast. All Rotom-A sets assist Skarmory: Choice Scarf sets are great revenge killers, utility sets are oppressive with Spikes down, and defensive RestTalk sets spread burns and are best at blocking Rapid Spin throughout the game. Skarmory is a staple of the Magnezone bait style, which involves allowing Magnezone to trap Skarmory early in the game so that one’s own Choice Scarf Magnezone counter traps Magnezone with Hidden Power Ground. This can open up teams to another Steel-type such as defensive Jirachi or Empoleon. Skarmory can even evade being trapped with Shed Shell. Beyond these, Skarmory generally appreciates teammates that can switch into its special weaknesses. On offensive teams, Pokemon like Choice Specs Latias, mixed Flygon, and Swampert provide Fire and Electric resistances while taking advantage of the entry hazards laid down. Flygon especially enjoys Spikes, as it heavily limits reliable switch ins except Clefable. Swampert provides Stealth Rock, and gives back up to physical sweepers trying to break through Skarmory such as Dragon Dance Tyranitar. Pokemon that take advantage of switches such as Heatran and Breloom as well as mixed threats such as Jirachi, Infernape, and Swampert love having entry hazards wear down the opponent. For defensive teams, Skarmory is typically the primary physically defensive wall while also providing Spikes. As such, it appreciates bulkier teammates to switch into its weaknesses as well as offensive Water-types that can break it. Common choices include defensive Latias, Clefable, Milotic, Zapdos, and Tyranitar. Defensive Jirachi becomes more oppressive to face with entry hazards set while Gliscor, Nidoqueen, and Hippowdon cover Electric-types and provide their own utility. Gliscor, Zapdos, Latias, Celebi, and Nidoqueen check Breloom should Skarmory take Spore. Blissey and Clefable are strong special walls that appreciate Skarmory shoring them up against physical threats. Calm Mind Clefable especially loves Spikes to force damage on the bulky Steel-types such as Heatran and Jirachi as well as Tyranitar that wall it. Heatran and Skarmory are Steel-types that don’t share weaknesses, shoring the team against Dragon-types. As the best defensive Spikes user in the metagame, Skarmory can fit with almost all defensive teammates. Export SPECIALLY DEFENSIVE Move 1 * Spikes Hurts grounded foes on switch-in. Max 3 layers. TypeGround Move 2 * Roost Heals 50% HP. Flying-type removed 'til turn ends. TypeFlying Move 3 * Whirlwind Forces the target to switch to a random ally. TypeNormalAccuracy100%Priority-6 Move 4 * Brave Bird Has 1/3 recoil. TypeFlyingCategoryPhysicalPower120 BPAccuracy100% * Stealth Rock Hurts foes on switch-in. Factors Rock weakness. TypeRock * Counter If hit by physical attack, returns double damage. TypeFightingCategoryPhysicalAccuracy100%Priority-5 * Taunt For 3-5 turns, the target can't use status moves. TypeDarkAccuracy100% Item * Leftovers At the end of every turn, holder restores 1/16 of its max HP. Ability * Keen Eye Prevents other Pokemon from lowering this Pokemon's accuracy stat stage. Nature * Careful * Impish EVs * 252 HP * 4 Def * 252 SpD MOVES Specially defensive Skarmory is an amazing mixed wall; it notably is one of the only specially bulky Steel-types with access to recovery alongside Jirachi and Scizor. This allows it to take strong special attacks such as Latias's Draco Meteor, Gengar's Focus Blast, and even Life Orb Flygon's and Dragonite's attacks more easily. As this Skarmory isn't nearly as vulnerable to surprise special moves such as Tyranitar's Fire Blast, Jirachi's Electric-type moves, and Swampert's Hydro Pump, it can set up Spikes and possibly Stealth Rock with impunity against much of the metagame. Specially defensive Skarmory's Whirlwind typically only phazes out boosted physical sweepers in an emergency, as it doesn't have the physical bulk to stave them off repeatedly. Additionally, Skarmory struggles to repeatedly phaze out strong physical Substitute users such as Machamp and Breloom, but is effective against weaker ones such as Jirachi. However, due to its mixed bulk, Whirlwind becomes a better offensive tool, as Skarmory can use it against more of the metagame due to the grounded nature of its answers. For its last moveslot, Skarmory enjoys the general utility of Brave Bird, but can also set both entry hazards quickly with Stealth Rock or can more offensively check physical sweepers with Counter. Skarmory doesn't have the raw bulk to use the weaker Drill Peck. Brave Bird especially allows Skarmory to fend off Gengar without Will-O-Wisp much better with its special bulk. Skarmory can also control more defensive teams from healing and setting up entry hazards with Taunt. With its recovery and immunity to sand, Skarmory often prevents slower walls such as Clefable, other Skarmory, and Hippowdon from doing anything at all. SET DETAILS Specially defensive Skarmory generally needs close to maximum Special Defense EVs invested to stave off special moves effectively, as Latias and Gengar easily 3HKO Skarmory even with full investment. This investment allows Skarmory to do much better against Water-types such as special Swampert, Suicune, Kingdra, Empoleon, and Milotic. Skarmory can run some extra Speed EVs, such as up to around 60 EVs to outspeed minimum Speed Heatran. This investment especially helps out Taunt sets. Skarmory also can run an Impish nature with a fully specially defensive spread such as 252 HP / 16 Def / 240 SpD to balance its two spreads. Specially defensive Skarmory generally shouldn't be running Shed Shell. There are a few reasons for this: the first reason is that Careful Skarmory with maximum Special Defense EVs survives Timid Magnezone's Thunderbolt with certainty, while Modest has a 50% chance to OHKO. The second is due to Skarmory's lack of Defense EVs, it can be overwhelmed more easily by physical attacks. USAGE TIPS Specially defensive Skarmory should come in early in the game or lead to set up entry hazards, as with mixed bulk, little can stop it from getting up at least a layer. As Skarmory lacks huge physical bulk, beware of trying to counter set up sweepers and strong physical threats, as they will break through. For this reason, Skarmory should be keeping its health high with Roost to avoid being overwhelmed more so than physically bulky sets. This also keeps it healthy against special coverage, as Tyranitar's Fire Blast and Jirachi's Electric-type coverage will generally still 2HKO Skarmory. Skarmory is more vulnerable to physical ways to break through it, such as boosted Gyarados and Swampert flinching and 2HKOing with Waterfall, Explosion + residual damage, and Trick + Iron Ball users such as Metagross now 2HKOing it with Earthquake, so Skarmory should be used in conjunction with other answers to these Pokemon. However, with Counter, Skarmory can often surprise them, as boosted attacks will almost always OHKO back. Skarmory should generally avoid status, especially burn, as it notably can't handle Gengar and Jirachi with a burn. TEAM OPTIONS Specially defensive Skarmory has more nuance with its partners than the physically defensive set. This Skarmory isn't used as much on defensive teams, as it can't shoulder the burden of repeated physical hits as well as a primary physical wall and struggles to check Breloom and Machamp effectively. On the other hand, this Skarmory is effective at shoring up a team against many threats as a mixed wall on offensive teams—whereas physically defensive Skarmory needs another bulky Steel-type or Tyranitar to take powerful Draco Meteor from Latias, Kingdra, Dragonite, and Flygon, this Skarmory can shore up the team against special Dragon-type moves and Gengar in one slot while still functioning against physical attackers while at full health. As such, its viable partners go into three categories: general support for Spikes, offensive Pokemon wanting Spikes and possibly Stealth Rock to wear down their counters, and teams with little backbone and need a versatile wall in one slot. As with the physically defensive set, Skarmory especially loves Tyranitar and Ghost-types, as these not only help prevent Rapid Spin, but also uniquely take advantage of Skarmory's defensive traits. Tyranitar generally takes Fire- and Electric-type coverage well, meaning most of its sets are effective: Choice Scarf sets again can trap Starmie and other Psychic types such as Latias, Starmie, and the Ghost-types such as Gengar and Rotom-A, utility sets set up Stealth Rock and appreciate Spikes, and Dragon Dance sets get a free Dragon Dance on many Skarmory checks and sweeps with Spikes set. Specially defensive Skarmory is especially good for this, as it can survive strong Draco Meteors and generally forces offensive Starmie to Thunderbolt. Ghost-types are especially useful, as Gengar can help answer Breloom for Skarmory while be very threatening with Spikes set. Rotom-A can shore up the team physically defensively or provide a back up check to Dragon Dance users with its Choice Scarf set. Good offensive teammates for Skarmory include Pokemon that can switch into its weaknesses, such as Choice Specs and other offensive Latias, mixed Flygon, Heatran, Swampert, and even Quagsire. Spikes help Latias, Heatran, and Flygon break down their grounded checks, while Swampert and Heatran can set up Stealth Rock. Heatran also helps with strong Electric-type coverage, can switch into Will-O-Wisp, and provides a strong Jirachi counter. Swampert and Quagsire assist specially defensive Skarmory against physical threats it doesn't wall as well, such as Dragon Dance Tyranitar and Trick + Iron Ball Metagross. Quagsire is especially a good partner, as is also immune to the strong offensive Water-types Skarmory struggles with and beats every common Dragon Dance user with Encore and Counter. Teams with less of a defensive backbone, such as more offensive Magnezone bait teams and some defensive teams appreciate specially defensive Skarmory. These styles typically need many pieces to be effective: for example, on Magnezone bait teams, they need Magnezone, another Steel-type, a way to block Rapid Spin such as Choice Scarf Tyranitar or a Ghost-type, and a bulky sweeper such as Curse + Rest Swampert, Swords Dance + Roost Gliscor, or Calm Mind + Roar Latias. Some defensive teams, such as those built around offensive Jirachi, appreciate its ability to sponge Latias's Choice Specs Draco Meteor while also spreading entry hazards needed for Jirachi to thrive. These teams typically are built around Choice Scarf Tyranitar, Clefable, and Latias alongside a Ground-type such as physically defensive Hippowdon, specially defensive Gliscor, Quagsire, or Donphan to back up Skarmory defensively. Other strong Pokemon on these styles include defensive RestTalk Rotom and defensive Empoleon. Export OFFENSIVE SPIKER Move 1 * Spikes Hurts grounded foes on switch-in. Max 3 layers. TypeGround Move 2 * Stealth Rock Hurts foes on switch-in. Factors Rock weakness. TypeRock Move 3 * Taunt For 3-5 turns, the target can't use status moves. TypeDarkAccuracy100% Move 4 * Brave Bird Has 1/3 recoil. TypeFlyingCategoryPhysicalPower120 BPAccuracy100% * Drill Peck No additional effect. TypeFlyingCategoryPhysicalPower80 BPAccuracy100% * Icy Wind 100% chance to lower the foe(s) Speed by 1. TypeIceCategorySpecialPower55 BPAccuracy95% Item * Lum Berry Holder cures itself if it has a non-volatile status or is confused. Single use. * Focus Sash If holder's HP is full, survives all hits of one attack with at least 1 HP. Single use. Ability * Keen Eye Prevents other Pokemon from lowering this Pokemon's accuracy stat stage. Nature * Jolly * Timid EVs * 252 HP * 4 Atk * 252 Spe MOVES Skarmory can fully lean into supporting offensive teams by controlling the entry hazard game: set up entry hazards while preventing the opponent's with Taunt. Skarmory's defensive typing and bulk afford it to get at least one entry hazard set up if not more. Taunt differentiates this from the standard wall, as Skarmory can prevent Stealth Rock and other entry hazards from slower leads such as Metagross, Bronzong, Empoleon, opposing Skarmory, and Swampert. Taunt can be especially helpful if Skarmory's team is weak to entry hazards, such as hyper offenses featuring Gyarados and Dragonite. The final move helps to make Skarmory less vulnerable to Taunt as well as opponents trying to KO it. Brave Bird is the standard, as it hits as hard as possible. Brave Bird also outspeeds and damages Machamp, while always OHKOing Breloom and at least speed tying it. Brave Bird also hits non resists hard in general. Drill Peck is another option, especially should one not want to break Focus Sash early or avoid recoil. Drill Peck still 2HKOes Machamp and OHKOes Breloom. Icy Wind is a great option to slow down opposing Taunt users and prevent foes from setting up on Skarmory by boosting their Speed. All offensive moves break opposing Focus Sash and make Skarmory less passive. SET DETAILS Skarmory generally needs to run a lot of Speed EVs to get the most out of Taunt. A 252 HP / 4 Atk / 252 Spe EV spread with a Jolly nature emphasizes this, allowing Skarmory to Taunt to prevent Stealth Rock while also getting up its own hazards. It also allows it to outspeed up to Adamant Dragon Dance Gyarados, meaning it can Taunt Gyarados to prevent set up. Beware of Choice Band Gyarados just 2HKOing Skarmory, however. It also makes it faster than all non Choice Scarf Magnezone and Tyranitar, while also outspeeding slower base 100 Speed Pokemon like Jirachi and Zapdos. Maximum HP affords Skarmory some survivability against common leads, such as Empoleon's Hydro Pump and Machamp's DynamicPunch. Skarmory can also use 252 Attack EVs to power up Brave Bird and Drill Peck, but doesn't gain any prominent OHKOes by doing so. Skarmory can also run slightly more bulk with a spread of 248 HP / 76 SpD / 184 Spe, designed to live Empoleon's Hydro Pump + Aqua Jet while still outspeeding Tyranitar. Note that Skarmory should use a Timid nature with Icy Wind. Skarmory can use a few different items. The choice between Lum Berry and Focus Sash is determined by what leads Skarmory wants to set up hazards against. Lum Berry saves Skarmory from Roserade, defensive Jirachi, Thunder Wave Uxie, Machamp, and other status leads while getting up its own hazards. However, it affords no protection from the powerful attacks in the lead position such as Heatran's Overheat, Zapdos's Thunderbolt, and Choice Specs Starmie's Hydro Pump. Lum Berry is generally preferred, as Focus Sash is often negated upon switch out from opposing entry hazards and saving Skarmory from status for a turn can mean getting up the extra Spike or Stealth Rock the team needs. Skarmory can also use a resistance berry such as Wacan Berry to set up two entry hazards on Magnezone or Occa Berry to set up hazards on Life Orb Flygon and other powerful Fire-type attacks. These items are especially helpful if Skarmory isn't leading. USAGE TIPS Skarmory generally uses Taunt on slower entry hazard leads such as Nidoqueen and Hippowdon while setting up as many hazards as it can. As the standard wall can also lead to get entry hazards early, the two sets are indistinguishable until Skarmory reveals Taunt or outspeeds the opponent. This set also doesn't have to lead, which makes it more difficult to tell what it is. Whether or not to Taunt depends on how weak Skarmory's team is to Stealth Rock, how threatening the opposing lead is, and the likelihood to get entry hazards up later. If Skarmory's team has multiple Pokemon weak to Stealth Rock, such as Gyarados, Zapdos, and Dragonite, it should be aggressive to Taunt potential Stealth Rock setters such as Metagross, Bronzong, Empoleon, and Swampert—even if they switch out due to being walled, Skarmory has prevented Stealth Rock from going up. If the team isn't as weak to Stealth Rock, Skarmory should forgo Taunt and just set up entry hazards without regard to its own health, as without any recovery or phazing moves, Skarmory isn't going to be walling much for long. Skarmory will only rarely use Brave Bird or Drill Peck: generally only if the opponent is weak to it, it gets hit by a Taunt, or wants to attack before fainting. Skarmory has little midgame utility as it can't phaze, so once it has set up entry hazards, freely sacrificing it or letting it faint so a sweeper can switch in freely is advised. TEAM OPTIONS This Skarmory generally is only featured on hyper offense teams that wants Spikes and Skarmory's defensive prowess over the Speed and Explosion something like Azelf provides. Skarmory hyper offenses also aren't as all out as some other hyper offenses, due to how much momentum is lost should the hazards get spun away. Common Skarmory partners such as Tyranitar and Rotom-A are good partners, however, they generally run more offensive sets such as Dragon Dance and Choice Scarf, respectively, to match the pace of the team. Tyranitar can also run a Substitute + Focus Punch set to take advantage of forced switches and open up the more defensive teams this set struggles with. Due to Taunt, Skarmory can support offensive Gyarados and Dragonite sets effectively by preventing Stealth Rock while matching the pace of the team. Both enjoy entry hazards to break down walls more easily. Another good partner is mixed Flygon, as it switches in on Skarmory's weaknesses and enjoys entry hazards to break down walls for teammates. Other main stays of hyper offense such as Swords Dance Lucario, Swords Dance Empoleon, Agility Metagross, and Swords Dance Scizor are good teammates. These Pokemon are also all Steel-types, and since Skarmory will often bait in Magnezone, the opponent might let Magnezone faint to deal with a sweeper such as Tyranitar. This prevents Magnezone from revenging these Pokemon. Of these, Lucario is especially threatening, as because this Skarmory generally forces a Ghost-type to keep up hazards, should Tyranitar Pursuit Rotom-A, Lucario gets free set up to ravage the opposing team. Other offensive Pokemon such as Gengar, Choice Specs Latias, and Swampert can fit well alongside this Skarmory, but generally prefer a bulkier Skarmory with recovery. OTHER OPTIONS Skarmory can run Protect alongside Roost to scout out opposing moves and gain additional Leftovers recovery. On the offensive Spikes set, Skarmory can also use Endure + Salac Berry or Custap Berry to guarantee set up of an entry hazard or use Brave Bird before having hazards spun away by a faster threat such as Starmie. Skarmory can also use Toxic to additionally pressure Tyranitar, Gyarados, and Dragonite as an alternative to Counter. CHECKS AND COUNTERS Magnet Pull: Magnezone is oppressive to Skarmory, as it traps and OHKOes it with ease while it fears nothing Skarmory can do. Fully specially defensive Skarmory can survive Magnezone's Thunderbolt guaranteed should it lack a boosting item or a Modest nature to set up more hazards or phaze it away. Skarmory can also use Shed Shell to escape Magnet Pull. Other more niche Magnet Pull Pokemon such as Choice Scarf Magneton can also trap Skarmory, but aren't as effective at preventing hazards as Magnezone is. Rapid Spinners: Starmie and Forretress counter the primary way Skarmory does damage with Rapid Spin. Both easily survive Brave Bird and punish Skarmory: Starmie either hits it hard with its coverage or paralyzes, while Forretress sets up more entry hazards. Other niche Rapid Spinners such as Donphan and Trick + Choice Scarf Claydol can punish Skarmory in the same way. Fire-types: Heatran and Infernape can easily OHKO Skarmory with their Fire-type moves. Infernape should be careful of switching in on Brave Bird, while both are grounded and can be worn down throughout the game with Spikes. Electric-types: Rotom-A, Zapdos, and Raikou hit Skarmory hard with a super effective Thunderbolt. However, none of them can guarantee an OHKO without a boosting item on specially defensive Skarmory unless they use Thunder. Rotom-A is a prominent Skarmory counter on defensive teams as it is immune to entry hazards and has a good chance to OHKO physically defensive Skarmory after Stealth Rock. Surprise Special Coverage: Even when invested, Skarmory's Special Defense isn't very good and is vulnerable to surprise special moves from foes such as Jirachi's special Electric-type coverage, utility Tyranitar's Fire Blast, Swampert Hydro Pump, mixed Dragonite and Flygon's Fire Blast, and Calm Mind Clefable's Thunderbolt. These attacks will often leave physically defensive Skarmory very low on health or KOed, but specially defensive Skarmory can Roost off a lot of these attacks. Trick: Like many walls, Skarmory is vulnerable to Trick. However, Skarmory is especially vulnerable to being hit by Trick + Iron Ball, which slows it down, removes its passive recovery, and makes it vulnerable to Ground-type attacks and Spikes. Beware of Metagross, Bronzong, and Uxie possibly grounding Skarmory with an Iron Ball. Skarmory notably becomes a much worse answer to Flygon, Metagross, Gliscor, Swampert, and other Earthquake users with an Iron Ball. Very Strong Attackers: Skarmory can be overwhelmed by very powerful attackers, such as Choice Band Tyranitar, Choice Band Gyarados, Choice Specs Latias, Gengar, Breloom, Machamp, Lucario, and Suicune. Gyarados and Swampert are especially bad if they flinch with Waterfall, while Tyranitar can notably 2HKO physically defensive Skarmory with Stone Edge. Breloom and Machamp hit Skarmory super effectively when it uses Roost, while Lucario can OHKO after Stealth Rock with a +2 Close Combat. However, all of these should beware of Counter, which often OHKOes them after Stealth Rock. Taunt: Gliscor, Gengar, Azelf, opposing Skarmory, and Gyarados can prevent Skarmory from performing its role with Taunt. Skarmory is forced to Struggle should it lack Drill Peck, Brave Bird, or Counter. Gyarados is especially dangerous, as with Intimidate, it can prevent Skarmory from phazing it out, take weak damage from Brave Bird or Drill Peck, and set up Dragon Dance until it OHKOes through Counter. CREDITS * Written by johnnyg2 * Quality checked by oiponabys and DeepBlueC * Grammar checked by jc104, Draco Zephyr, and Snorlaxe Formats: * OU * Uber MOVES Aerial Ace Flying Power 60 Accuracy — PP 20 This move does not check accuracy. Agility Psychic Power — Accuracy — PP 30 Raises the user's Speed by 2. Air Cutter Flying Power 55 Accuracy 95% PP 25 High critical hit ratio. Hits adjacent foes. Air Slash Flying Power 75 Accuracy 95% PP 20 30% chance to make the target flinch. Assurance Dark Power 50 Accuracy 100% PP 10 Power doubles if target was damaged this turn. Attract Normal Power — Accuracy 100% PP 15 A target of the opposite gender gets infatuated. Brave Bird Flying Power 120 Accuracy 100% PP 15 Has 1/3 recoil. Captivate Normal Power — Accuracy 100% PP 20 Lowers the foe(s) Sp. Atk by 2 if opposite gender. Counter Fighting Power — Accuracy 100% PP 20 If hit by physical attack, returns double damage. Curse Normal Power — Accuracy — PP 10 Curses if Ghost, else -1 Spe, +1 Atk, +1 Def. Cut Normal Power 50 Accuracy 95% PP 30 No additional effect. Dark Pulse Dark Power 80 Accuracy 100% PP 15 20% chance to make the target flinch. Defog Flying Power — Accuracy — PP 15 -1 evasion; clears target side's hazards/screens. Double-Edge Normal Power 120 Accuracy 100% PP 15 Has 1/3 recoil. Double Team Normal Power — Accuracy — PP 15 Raises the user's evasiveness by 1. Drill Peck Flying Power 80 Accuracy 100% PP 20 No additional effect. Endure Normal Power — Accuracy — PP 10 User survives attacks this turn with at least 1 HP. Facade Normal Power 70 Accuracy 100% PP 20 Power doubles if user is burn/poison/paralyzed. Feint Normal Power 50 Accuracy 100% PP 10 Breaks protection. Fails if target is not protecting. Flash Normal Power — Accuracy 100% PP 20 Lowers the target's accuracy by 1. Flash Cannon Steel Power 80 Accuracy 100% PP 10 10% chance to lower the target's Sp. Def by 1. Fly Flying Power 90 Accuracy 95% PP 15 Flies up on first turn, then strikes the next turn. Frustration Normal Power — Accuracy 100% PP 20 Max 102 power at minimum Happiness. Fury Attack Normal Power 15 Accuracy 85% PP 20 Hits 2-5 times in one turn. Fury Cutter Bug Power 10 Accuracy 95% PP 20 Power doubles with each hit, up to 160. Guard Swap Psychic Power — Accuracy — PP 10 Swaps Defense and Sp. Def changes with target. Hidden Power Normal Power — Accuracy 100% PP 15 Varies in power and type based on the user's IVs. Icy Wind Ice Power 55 Accuracy 95% PP 15 100% chance to lower the foe(s) Speed by 1. Iron Defense Steel Power — Accuracy — PP 15 Raises the user's Defense by 2. Leer Normal Power — Accuracy 100% PP 30 Lowers the foe(s) Defense by 1. Metal Sound Steel Power — Accuracy 85% PP 40 Lowers the target's Sp. Def by 2. Mimic Normal Power — Accuracy — PP 10 The last move the target used replaces this one. Mud-Slap Ground Power 20 Accuracy 100% PP 10 100% chance to lower the target's accuracy by 1. Natural Gift Normal Power — Accuracy 100% PP 15 Power and type depends on the user's Berry. Night Slash Dark Power 70 Accuracy 100% PP 15 High critical hit ratio. Ominous Wind Ghost Power 60 Accuracy 100% PP 5 10% chance to raise all stats by 1 (not acc/eva). Payback Dark Power 50 Accuracy 100% PP 10 Power doubles if the user moves after the target. Peck Flying Power 35 Accuracy 100% PP 35 No additional effect. Pluck Flying Power 60 Accuracy 100% PP 20 User steals and eats the target's Berry. Protect Normal Power — Accuracy — PP 10 Prevents moves from affecting the user this turn. Pursuit Dark Power 40 Accuracy 100% PP 20 If a foe is switching out, hits it at 2x power. Rest Psychic Power — Accuracy — PP 10 User sleeps 2 turns and restores HP and status. Return Normal Power — Accuracy 100% PP 20 Max 102 power at maximum Happiness. Roar Normal Power — Accuracy 100% PP 20 Forces the target to switch to a random ally. Rock Slide Rock Power 75 Accuracy 90% PP 10 30% chance to make the foe(s) flinch. Rock Smash Fighting Power 40 Accuracy 100% PP 15 50% chance to lower the target's Defense by 1. Rock Tomb Rock Power 50 Accuracy 80% PP 10 100% chance to lower the target's Speed by 1. Roost Flying Power — Accuracy — PP 10 Heals 50% HP. Flying-type removed 'til turn ends. Sand Attack Ground Power — Accuracy 100% PP 15 Lowers the target's accuracy by 1. Sandstorm Rock Power — Accuracy — PP 10 For 5 turns, a sandstorm rages. Rock: 1.5x SpD. Secret Power Normal Power 70 Accuracy 100% PP 20 Effect varies with terrain. (30% paralysis chance) Sky Attack Flying Power 140 Accuracy 90% PP 5 Charges, then hits turn 2. 30% flinch. High crit. Slash Normal Power 70 Accuracy 100% PP 20 High critical hit ratio. Sleep Talk Normal Power — Accuracy — PP 10 User must be asleep. Uses another known move. Snore Normal Power 40 Accuracy 100% PP 15 User must be asleep. 30% chance to flinch target. Spikes Ground Power — Accuracy — PP 20 Hurts grounded foes on switch-in. Max 3 layers. Stealth Rock Rock Power — Accuracy — PP 20 Hurts foes on switch-in. Factors Rock weakness. Steel Wing Steel Power 70 Accuracy 90% PP 25 10% chance to raise the user's Defense by 1. Substitute Normal Power — Accuracy — PP 10 User takes 1/4 its max HP to put in a substitute. Sunny Day Fire Power — Accuracy — PP 5 For 5 turns, intense sunlight powers Fire moves. Swagger Normal Power — Accuracy 90% PP 15 Raises the target's Attack by 2 and confuses it. Swift Normal Power 60 Accuracy — PP 20 This move does not check accuracy. Hits foes. Swords Dance Normal Power — Accuracy — PP 30 Raises the user's Attack by 2. Tailwind Flying Power — Accuracy — PP 30 For 3 turns, allies' Speed is doubled. Taunt Dark Power — Accuracy 100% PP 20 For 3-5 turns, the target can't use status moves. Thief Dark Power 40 Accuracy 100% PP 10 If the user has no item, it steals the target's. Torment Dark Power — Accuracy 100% PP 15 Target can't select the same move twice in a row. Toxic Poison Power — Accuracy 85% PP 10 Badly poisons the target. Twister Dragon Power 40 Accuracy 100% PP 20 20% chance to make the foe(s) flinch. Whirlwind Normal Power — Accuracy 100% PP 20 Forces the target to switch to a random ally. X-Scissor Bug Power 80 Accuracy 100% PP 15 No additional effect. Loading...