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SKARMORY

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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.
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