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Official artwork of Sigilyph

#0561

Sigilyph

Gen V

Avianoid Pokémon

PsychicFlying

Pokédex entry · Black

They never vary the route they fly, because their memories of guarding an ancient city remain steadfast.

Height
1.4 m
Weight
14 kg
Base EXP
172
Growth
Medium
Catch rate

45/255Medium

Friendship

70/255

Base stats

HP72Attack58Defense80Speed97Sp. Def80Sp. Atk103
HP
72
Attack
58
Defense
80
Speed
97
Sp. Def
80
Sp. Atk★
103

Total 490

High

EV yield +2 Sp. Atk

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP132179
Attack56121
Defense76145
Speed91163
Sp. Def76145
Sp. Atk97170
Total528923

About Sigilyph

14 kg spread across 1.4 m of height: Sigilyph looks like a flat figure torn from a mural and yet is capable of flying. Its body resembles a bird seen from above, with geometric symbols, contrasting colours and a structure that fits both a geoglyph and a ritual object. The Avianoid Pokémon category sums up that mixture of animal and ancient representation.

Pokédex entries present it as the ancient protector of a city. It continues to follow the same route and remains alert to any intruder, as if obeying an order received a long time ago. It is also said to fly over a desert area where the remains of a lost city have appeared. It does not act like an ordinary territorial guardian: it attacks with Psychic powers and maintains an almost mechanical behaviour.

Sigilyph has no evolutions or alternate forms. It occupies a single-species evolutionary line, which fits its image as an isolated remnant of a vanished civilisation.

Combat analysis

×2

Weakness

ElectricIceRockGhostDark
×½

Resistance

GrassPsychic
×¼

Double resistance

Fighting
×0

Immunity

Ground

Sigilyph in depth

A bird drawn over the desert

Sigilyph's design combines a bird with a figure traced from the ground. Its appearance is associated with the Nazca Lines, especially their bird representations, and also with kachina dolls. The motifs on its body look like overlapping symbols, while its vertical silhouette brings to mind a totem or a suspended object. The Pokédex reinforces that reading by placing it over a desert area with the remains of an ancient city.

The English name combines sigil, a symbol with magical meaning, and glyph, an engraved or drawn sign. The Japanese name シンボラー (Symboler) comes from “symbol” and keeps the idea of a creature turned into a symbol. The reference to wind or the Egyptian god Ra is part of the interpretation of the Japanese name, but the connection with “symbol” is the most direct.

A guardian with no successor

It appeared in Generation V and has kept the same form, the same types and the same independent evolutionary line ever since. It was not designed as an intermediate stage or as a species that needed to grow to complete its concept: it already appears as the living remains of an ancient culture. Even its behaviour fits that idea. It follows a fixed route, watches over the territory and responds to intruders like a defence that has outlived its creators.

In the first competitive analyses, it had a presence in RU, and it was also documented in UU and VGC11 during Generation V. In Generation VI, it continued to appear in RU. Later, it found room in NU and RU, although changes to the environment reduced the margin it had to switch in and set up. The combination of Magic Guard, Calm Mind and access to special coverage remained its core, while the emergence of faster threats and Dark-type answers made switching it in more difficult.

When Magic Guard does the dirty work

In battle, the ability turns Sigilyph into a useful piece against teams that rely on wearing opponents down. It can absorb status moves without losing HP to indirect damage and use that turn to set up Calm Mind or Cosmic Power. Psychic is its main special attack, Air Slash stops it from being stuck with a single offensive type, and Heat Wave punishes opponents that resist its usual moves. Tinted Lens allows it to take a more direct approach and hit targets that would normally withstand its attacks more effectively.

The choice of coverage move should respond to what the team is missing. Ice Beam works against threats vulnerable to Ice; Energy Ball pressures Ground and Water; Dark Pulse hits other Psychic-type Pokémon and Ghost-types. There is no point trying to cover everything. Sigilyph lacks the power and durability to waste turns changing moves while the opponent sets hazards or gains Speed.

Similarities that do not occupy the same niche

It shares the Psychic and Flying typing with Xatu, but Xatu is more focused on utility and reading the opponent, while Sigilyph concentrates its best numbers in Special Attack and Speed. Claydol also connects with ruins and ancient symbols, although its profile is more defensive and its type combination changes its weaknesses completely.

In a normal playthrough, Sigilyph performs best when it switches in against a slow enemy or a Fighting attack that cannot damage it too heavily. From there, it can attack, set up Light Screen or Reflect, or prepare Calm Mind. You need to keep it away from Rock, Ice, Electric, Ghost and Dark attacks; a single poorly calculated switch is usually enough to lose it before it can take advantage of its abilities. The fact that it learns Gravity by levelling up adds another oddity to a species whose design already seems made to challenge the rules of ground and sky.

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