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(NU Beta) Tricky Sigilyph

I have not done one of these nor have I been around for a while, but it would be nice to get some feedback on a team I've been using to ladder in NU Beta. It is nothing special but I enjoy using it a lot and would just like some thoughts on it:

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Aromatherapy
- Moonlight
- Sludge Bomb
- Giga Drain

Camerupt @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Earth Power
- Lava Plume
- Roar
- Stealth Rock

Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Wish
- Protect
- Toxic
- Return

Seismitoad @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 4 SAtk / 252 Def
Relaxed Nature
- Knock Off
- Toxic / Grass Knot
- Scald
- Earth Power

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SAtk / 252 Spd
Lonely Nature
- Knock Off
- Seed Bomb
- Sucker Punch
- Swords Dance

Sigilyph @ Choice Scarf
Ability: Magic Guard
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Trick
- Air Slash
- Psychic
- Energy Ball / Heat Wave



Sigilyph Description:
Usually I would lead with Sigilyph. Its 97 speed with a scarf and Timid Nature allows me to outspeed most scarfed pokes in the tier. Despite not hitting hard, most do not expect the scarf on it. It can definitely come in handy for revenge killing other scarfers or faster non-scarfed mons in NU. Trick being a huge help as well for switch ins or lead walls to wall Sigilyph , obtaining the choice scarf to even cripple it during game to not be as threatening and a less effective wall. Dual STAB is great coverage in a meta containing loads of threatening fighting types, and the last slot usually consist of Heat Wave, for incoming Steel threats (Magneton or Klinklang) for super effective damage, or Energy Ball for coverage on Seismitoad or other pokes, such as being able to outspeed Shell Smash Gorebyss,Omayster,Huntail, and Barbaricle and take it out with Energy Ball, or safety switch in after sacking a mon to then attack after.

Shiftry Description:
In some situations, when Sigilyph goes for Trick and locks a poke into a move thanks to Choice Scarf, the move usually tends to be hazards or a non damaging attack that can aid the team. Giving full advantage to allow Shiftry to let on coming pokes get their item knocked off, or set up a Swords Dance on the switch and take advantage of Sucker Punch for faster mons and knock off to get off a lot of damage and take away the items of the opponent's pokes.

Vileplume Description :
Its dual STAB and ability to be a stable wall with recovery in the form of Moonlight make this mon great to have around with offensive threats such as Feraligatr and Shiftry. Taking hits and being able to deal a lot with a base SAtk stat of 110. Aromatherapy is always handy to have for status healing, and Effect Spore can always play its part when hit with physical moves, leaving a chance for Para, Psn, or Sleep.

Camerupt Description :
With being able to get up rocks, Camerupt could also roar. If the opponent switches out to bring in something that can threaten Camerupt, Roar could phase that mon out and take advantage to set up rocks right after. Roar also comes into great play with Sub-Set-Ups(Mainly being CM/Nasty Plot Mismagius and Gear Shift Klinklang). The ground typing is good to prevent Volt Switching, and STAB coverage for Steel types that Vileplume lacks to hit.

Audino Description :
Able to recover the team as well as recover itself with wish, health can be distributed throughout the team. Regen also allows for Audino to switch often and pass wishes with not as much issue with regen giving some health back. It is mainly used for Wish support and its Regen, but I felt like toxic would be good to have on Audino for incoming ghost types or anything really to rack damage on the opponent. Return is for Audino to attack when in need in case of taunt.

Seismitoad Description :
Depending on what you run, Assault vest on Seismitoad could be an option to, if you run Grass Knot, considering Audino is able to pass wishes. Water absorb gives advantage to Camerupts usage with Water moves being 4x super effective on Camerupt. Knock off is always good to have if an incoming threat is coming in on Seismitoad, and Dual STAB is effective. Grass knot could be for Feraligatr or opposing Seismitoad if needed , Toxic though could help with other walls after a knock off to break down walls.

Conclusion and Other points:
Playing with this team quite often lead me to discover that certain threats can easily pop up and hurt. One being Sneasel. The STAB can easily wither my team and with an SD , it is pretty much GG at that point unless Camerupt could take a plus 2 knock off. Usually I don't find there to be many more threats or things to be aware of, other than the fact that I don't have a spinner/defog user. With the edition to SR Spikes and Tspikes, Sticky Web can be quite a game changer. My main reason as to why I don't carry one though is due to my lack of Super effective damage from the rock type ( Well Magic Guard makes the SR damage not occur) and taking away a spinner for a Wish passer in its place since I saw it to be much more effective and useful for the rest of my team, being Camerupt and Seismitoad since both are walls, yet do not have self recovery, only in the form of Lefties. But looking at it, Ice types can be problematic. Any advice, suggestions or anything really would help me out, and if you enjoy the team, try it out.
 
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This appears to be an alright team at first glance, but there are major flaws within. To start with, the team is easily beaten by strong flying types most notably Toxic Orb Swellow [OHKO's Every Member], and SD Fletchinder. The team literally is incapable of stopping these threats once they get going due to priority to bypass Shiftry while decimating every other member with unresisted attacks. Normal Spam teams also easily run through this team again due to high powered unresisted attacks along with high speed, being able to easily tear this team apart, especially with well built cores. This being said, the team appears to actually be pretty solid in all other aspects, and Scarf Sigilyph while unconventional seems to be a pretty interesting set, although I do worry about lack of power, cool team!

The easiest way to relieve stress from both of these issues is simply to run Utility Rhydon over Camerupt. You lose nothing. Rhydon still resists Fire Types, but also gains additional resistances to Flying and Normal Types which cause your issues. Unlike Camerupt, it has even better bulk with Eviolite, and it can still set up rocks and roar. On top of this, you also get EdgeQuake Coverage, which is rather unresisted in the tier. It is also far more consistent at setting up stealth rocks than Camerupt due to additional physical bulk to check more common Stealth Rockers.

Minor Changes:
Vileplume: EV Spread: 248 HP / 216 Def / 44 SDef makes it lose like ~2% defensive bulk but gains I believe 5% Special Bulk which is quite significant at tanking random Psychics or Ice Beams without losing any overall bulk.
Audino: Knock Off > Return as it deters things such as Nasty Plot Mismagius from using you as setup bait.
Seismitoad: Substitute > Knock Off with Toxic > Grass Knot, 4 Def, 252 SAtk, 252 Spd is a great Gen5 relic called SubToxic Seismitoad which appears to be a solid stallbreaker for your team.
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Rhydon @ Eviolite
Ability: Rock Head
EVs: 20 Atk / 252 HP / 240 SDef
Adamant Nature
- Rock Blast
- Stealth Rock
- Earthquake
- Roar / Dragon Tail
 
rhydon over camerupt gives the flying- and normal-type resistances you need. however, you're incredibly weak to 3-4 attacks sigilyph since everything except your own sigilyph is slower and is hit hard by its common coverage moves. i would use standard spiritomb over shiftry to serve as a check to these variants. if you dislike losing your only priority user then i would suggest swords dance feraligatr over seismitoad, or something else as long as you're maintaining a secondary check to fletchinder since rhydon is generally prone to being worn down by will-o-wisp and no recovery

Seismitoad: Substitute > Knock Off with Toxic > Grass Knot, 4 Def, 252 SAtk, 252 Spd is a great Gen5 relic called SubToxic Seismitoad which appears to be a solid stallbreaker for your team.
that set doesn't break stall
 
Thanks a lot , this is indeed quite true, usually the only reason I would run Shiftry is due to the Trick gimmick, which I cannot always rely on. Thank you for your suggestion and I will be definitely trying it out
 
This appears to be an alright team at first glance, but there are major flaws within. To start with, the team is easily beaten by strong flying types most notably Toxic Orb Swellow [OHKO's Every Member], and SD Fletchinder. The team literally is incapable of stopping these threats once they get going due to priority to bypass Shiftry while decimating every other member with unresisted attacks. Normal Spam teams also easily run through this team again due to high powered unresisted attacks along with high speed, being able to easily tear this team apart, especially with well built cores. This being said, the team appears to actually be pretty solid in all other aspects, and Scarf Sigilyph while unconventional seems to be a pretty interesting set, although I do worry about lack of power, cool team!

The easiest way to relieve stress from both of these issues is simply to run Utility Rhydon over Camerupt. You lose nothing. Rhydon still resists Fire Types, but also gains additional resistances to Flying and Normal Types which cause your issues. Unlike Camerupt, it has even better bulk with Eviolite, and it can still set up rocks and roar. On top of this, you also get EdgeQuake Coverage, which is rather unresisted in the tier. It is also far more consistent at setting up stealth rocks than Camerupt due to additional physical bulk to check more common Stealth Rockers.

Minor Changes:
Vileplume: EV Spread: 248 HP / 216 Def / 44 SDef makes it lose like ~2% defensive bulk but gains I believe 5% Special Bulk which is quite significant at tanking random Psychics or Ice Beams without losing any overall bulk.
Audino: Knock Off > Return as it deters things such as Nasty Plot Mismagius from using you as setup bait.
Seismitoad: Substitute > Knock Off with Toxic > Grass Knot, 4 Def, 252 SAtk, 252 Spd is a great Gen5 relic called SubToxic Seismitoad which appears to be a solid stallbreaker for your team.
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Rhydon @ Eviolite
Ability: Rock Head
EVs: 20 Atk / 252 HP / 240 SDef
Adamant Nature
- Rock Blast
- Stealth Rock
- Earthquake
- Roar / Dragon Tail

This is true, I actually forget and it blanked my mind quite frankly while making this that Flechnider and Swellow could easily destroy me , allowing nothing to really take the hit at all. Strangely in this NU era, I haven't seen much toxic stall and that Seismitoad sounds like a good choice to run. I will be using this for sure, thank you for your feedback.
 
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