Shiftilyph
Sigilyph@Flame Orb
Timid nature
Magic Guard
252 HP/252 Spd/4 Sp. Def
~Cosmic Power
~Roost
~Psycho Shift
~Stored Power
Sigilyph is an absolute beast. Cosmic Power ups its decent defenses, while Roost allows for HP recovery. Psycho Shift is essentially a more accurate Will-O-Wisp, given that Sigilyph has the Flame Orb, which burns it at the end of the turn. Stored Power is powered up by Sigilyph's many Cosmic Power usages.
Item is to not only fuel Psycho Shift, but also to protect Sigilyph from a more debilitating status, like freeze or paralysis. Ability protects Sigilyph from any and all residual damage, meaning that it won't feel the burn, and can fit right in on Sandstorm or Hail teams.
SigiLife Orb
Sigilyph@Life Orb
Timid nature
Magic Guard
252 Sp. Atk/252 Spd/4 HP
~Psychic/Psyshock
~Air Slash
~Shadow Ball
~Hidden Power (Fighting)
Sigilyph can run a Life Orb sweeping set pretty well, too, given its nice stats and usable movepool. Air Slash and the Psychic move of your choice are for STAB. Psychic packs more power, but Psyshock ensures that Chansey and Blissey don't give you trouble. The following two moves are for coverage.
Item boosts Sigilyph's attacks without hurting it, ability is obvious.
Other options:
*Sigilyph can learn Thunder Wave, but the Flame Orb set relies on burning the opposition, and the Life Orb set needs the coverage.
*Some might say you should run Calm Mind over Cosmic Power on the first set. They are deluded. Doing so would require hefty investment in Defense and too much reliance on the burn. No. Not advisable at all. Better to go with Cosmic Power.
*The latter two moves on the Life Orb set can be swapped with Charge Beam and Ice Beam for a pseudo BoltBeam (BeamBeam?) combo, but Ghost/Fighting gets better coverage overall.
*It can also learn SolarBeam, allowing it to fit into a Sun team. This, however, means you pass up on the opportunity to take full advantage of Magic Guard by sticking Sigilyph into a Sandstorm or Hail team.
*Sigilyph has an iffy physical movepool, consisting entirely of Smack Down, Steel Wing, Pluck, Fly, Sky Attack, Return, Frustration, Aerial Ace, Facade, and Thief. Which is just as well, as it has an equally iffy Attack stat of 58 and no discernible means of improving it.
Abilities:
*Magic Guard: Prevents damage from non-attack sources, such as the weather, status, and even entry hazards. Hands down the best option for Sigilyph's ability, as it allows it to fit quite comfortably into Sandstorm or Hail teams. It also means that its Flying-type does not hamper its defensive capabilities; usually, Flying-types make for poor defensive types due to the Stealth Rock weakness, but Sigilyph with Magic Guard is immune to Stealth Rock!
*Wonder Skin: The accuracy of all status moves aimed at Sigilyph is shifted to 50%. Even if it wasn't thoroughly outclassed by Magic Guard, its effectiveness is iffy at best.
*Tinted Lens: Sigilyph's Hidden Ability. Doubles the damage Sigilyph does with not-very-effective attacks. While potentially useful on the sweeper set, Magic Guard is overall more useful. Currently unreleased, but quite frankly, it's not really a priority.
Partners:
Tyranitar. Hippowdon. Abomasnow. Sigilyph loves the adverse weather conditions. Being immune to their damage, it makes it all the more easier to wear down the opponent. A nice physical Fighting-type like Hitmonlee makes a good partner, too.
Counters:
Houndoom is immune to everything the Psycho Shift Sigilyph can throw at it and can KO back with super-effective STAB Dark Pulse. If you're not running Psyshock, Chansey and Blissey wall the sweeper set to hell and back.
Opinion:
Sigilyph is one of those Pokémon that's really odd-looking, and yet also somehow cool. I like it, and not just because it kicks *** in battle.
Prediction for next week:
Weezing