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Sigilyph

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Sigilyph in Pokémon Black & White

#67 in the Unova Pokédex • Avianoid Pokémon

Sigilyph in the National Pokédex
Sigilyph sprite

Normal

Shiny Sigilyph sprite

Shiny

Pokédex entries

Pokémon Black

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

Pokémon White

The guardians of an ancient city, they use their psychic power to attack enemies that invade their territory.

Pokémon details

Types

PsychicFlying

Category

Avianoid Pokémon

Height

1.4 m (4'07")

Weight

14 kg (30.9 lbs)

National Pokédex

#0561

Pokédex

#67

Sigilyph in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

72

254

348

Attack

58

108

236

Defense

80

148

284

Sp. Atk

103

189

335

Sp. Def

80

148

284

Speed

97

179

322

Total

490

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Sigilyph, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Unova #67
EV yield
2 SpA
Catch rate
45
Base Exp.
172

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
Sigilyph

Sigilyph

#67

No evolutions

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Desert Resort

Walking in tall grass or a cave2010%

-

White
LocationMethodLevelChanceConditions

Desert Resort

Walking in tall grass or a cave2010%

-

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartGust

A gust of wind is whipped up by wings and launched at the target to inflict damage.

Flying4010035
StartMiracle Eye

Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit.

Psychic--40
4Hypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Psychic-6020
8Psywave

The target is attacked with an odd psychic wave. The attack varies in intensity.

Psychic-8015
11Tailwind

The user whips up a turbulent whirlwind that ups the Speed of all party Pokémon for four turns.

Flying--30
14Whirlwind

The target is blown away, to be replaced by another Pokémon in its party. In the wild, the battle ends.

Normal-10020
18Psybeam

The target is attacked with a peculiar ray. It may also cause confusion.

Psychic6510020
21Air Cutter

The user launches razor-like wind to slash the opposing team. Critical hits land more easily.

Flying559525
24Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
28Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
31Synchronoise

Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.

Psychic7010015
34Mirror Move

The user counters the target by mimicking the target’s last move.

Flying--20
38Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5
41Air Slash

The user attacks with a blade of air that slices even the sky. It may also make the target flinch.

Flying759520
44Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
48Cosmic Power

The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.

Psychic--20
51Sky Attack

A second-turn attack move where critical hits land more easily. It may also make the target flinch.

Flying140905

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM13Ice Beam

The target is struck with an icy-cold beam of energy. It may also freeze the target solid.

Ice9510010
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM22Solar Beam

A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.

Grass12010010
TM23Smack Down

The user throws a stone or projectile to attack an opponent. A flying Pokémon will fall to the ground when hit.

Rock5010015
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
TM40Aerial Ace

The user confounds the target with speed, then slashes. The attack lands without fail.

Flying60-20
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM53Energy Ball

The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

Grass8010010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM88Pluck

The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.

Flying6010020
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM91Flash Cannon

The user gathers all its light energy and releases it at once. It may also lower the target’s Sp. Def stat.

Steel8010010
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
HM02Fly

The user soars, then strikes its target on the second turn. It can also be used for flying to any familiar town.

Flying909515

Moves this Pokémon can inherit through breeding or similar methods.
Class
Ancient Power

The user attacks with a prehistoric power. It may also raise all the user’s stats at once.

Rock601005
Psycho Shift

Using its psychic power of suggestion, the user transfers its status problems to the target.

Psychic-9010
Roost

The user lands and rests its body. It restores the user’s HP by up to half of its max HP.

Flying--10
Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10
Steel Wing

The target is hit with wings of steel. It may also raise the user’s Defense stat.

Steel709025
Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the damage.

Psychic2010010

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Dark Pulse

The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.

Dark8010015

Trade from Black 2 or White 2

Heat Wave

The user attacks by exhaling hot breath on the opposing team. It may also leave targets with a burn.

Fire1009010

Trade from Black 2 or White 2

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

Trade from Black 2 or White 2

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

Trade from Black 2 or White 2

Magic Room

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Psychic--10

Trade from Black 2 or White 2

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

Trade from Black 2 or White 2

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

Trade from Black 2 or White 2

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

Trade from Black 2 or White 2

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

Trade from Black 2 or White 2

Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015

Trade from Black 2 or White 2

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Wonder Skin

Ability Slot 1

Makes status-changing moves more likely to miss.

Caps incoming status moves' base accuracy above 50% at 50%.

Magic Guard

Ability Slot 2

The Pokémon only takes damage from attacks.

Protects against damage not directly caused by a move.

Tinted Lens(Hidden Ability)

Powers up “not very effective” moves.

Doubles damage inflicted with not-very-effective moves.

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