Sigilyph • Sword & Shield Pokédex

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Sigilyph

Sprite of Sigilyph in Pokémon Sword/Shield

Sigilyph's Type

PSYCHIC
FLYING

Sigilyph's Pokédex #s

Galar #
297
National #
561

Sigilyph's Base Stats

HP:
72
Attack:
58
Defense:
80
Sp. Atk:
103
Sp. Def:
80
Speed:
97
Total:
490

Misc. Info

Egg Groups:
Flying
EXP At Lv. 100:
1,000,000
EV Yield:
2 Sp. Atk

Sigilyph's Abilities

Here are what abilities Sigilyph can possibly have, along with their effects.
Wonder Skin
All status moves targeting Sigilyph used by other Pokémon have 50% base accuracy instead of their usual amount.
Magic Guard
Protects Sigilyph from most damage not caused by damaging moves, including effects, status conditions, items, and more.
Tinted Lens
Sigilyph does 2× as much damage when hitting with moves that are "not very effective".

Weaknesses & Resistances

Below is a list of what Sigilyph's weakness and resistance is to various types.
ELECTRIC
ICE
ROCK
GHOST
DARK
½
GRASS
PSYCHIC
¼
FIGHTING
immune
GROUND

Sigilyph's Evolution Line

Sigilyph does not evolve into any other known or available Pokémon.

Sigilyph's Moves

Below is a list of all of the moves that Sigilyph can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Sigilyph learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Gust
Does double damage against targets using Bounce, Fly, or Sky Drop.
FLYING
SPECIAL
40 100% 35 One Target
1
Confusion
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
50 100% 25 One Target
5
Gravity
Lowers all Pokémon's base evasion by 30% and grounds all Pokémon for the next 5 turns.
PSYCHIC
STATUS
-- -- 5 Entire Field
10
Hypnosis
Puts the target to sleep.
PSYCHIC
STATUS
-- 60% 20 One Target
15
Air Cutter
Has a higher critical hit rate. (+1 stage.)
FLYING
SPECIAL
60 95% 25 Nearby Enemies
20
Psybeam
Has a 10% chance of confusing the target.
PSYCHIC
SPECIAL
65 100% 20 One Target
25
Whirlwind
Forces the foe to switch out, or ends wild battles.
NORMAL
STATUS
-- -- 20 One Target
30
Cosmic Power
Raises Sigilyph's Defense and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
35
Air Slash
Has a 30% chance of causing the target to flinch.
FLYING
SPECIAL
75 95% 15 One Target
40
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
45
Tailwind
Doubles your whole team's Speed for the next 3 turns.
FLYING
STATUS
-- -- 15 User's Field
50
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
50
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
55
Sky Attack
Charges on first turn, attacks on second. 30% chance of making the target flinch.
FLYING
PHYSICAL
140 90% 5 One Target
60
Skill Swap
Swaps Sigilyph's ability with the target's.
PSYCHIC
STATUS
-- -- 10 One Target

TM Moves

Here are all of the moves that Sigilyph can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM06
Fly
Can't be hit on the first turn, attacks on the second turn.
FLYING
PHYSICAL
90 95% 15 One Target
TM08
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM09
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM11
Solar Beam
Charges for a turn, attacks on the second turn. No charge time in the sun; half damage in the rain.
GRASS
SPECIAL
120 100% 10 One Target
TM14
Thunder Wave
Paralyzes the target.
ELECTRIC
STATUS
-- 90% 20 One Target
TM17
Light Screen
Reduces damage from Special-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 30 User's Field
TM18
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM19
Safeguard
Protects your team from status conditions for the next 5 turns.
NORMAL
STATUS
-- -- 25 User's Field
TM21
Rest
Sigilyph restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM23
Thief
Damages the target and steals its held item.
DARK
PHYSICAL
60 100% 25 One Target
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Sigilyph from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM27
Icy Wind
100% chance of lowering all nearby enemies' Speed by one stage.
ICE
SPECIAL
55 95% 15 Nearby Enemies
TM30
Steel Wing
Has a 10% chance of raising Sigilyph's Defense by one stage.
STEEL
PHYSICAL
70 90% 25 One Target
TM31
Attract
Infatuates Pokémon of the opposite gender.
NORMAL
STATUS
-- 100% 15 One Target
TM33
Rain Dance
Changes the weather to rainy for 5 turns.
WATER
STATUS
-- -- 5 Entire Field
TM39
Facade
Does double damage if Sigilyph is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM40
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
TM44
Imprison
Sigilyph can't use any moves Sigilyph knows.
PSYCHIC
STATUS
-- -- 10 User
TM60
Power Swap
Sigilyph swaps any modifiers to its Attack and Special Attack with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TM62
Speed Swap
Swaps Sigilyph's Speed stat with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TM69
Psycho Cut
Has a higher critical hit rate. (+1 stage.)
PSYCHIC
PHYSICAL
70 100% 20 One Target
TM70
Trick Room
For the next 5 turns, turn order is reversed, so slower Pokémon go first. (Priority still functions as usual.)
PSYCHIC
STATUS
-- -- 5 Entire Field
TM72
Magic Room
For the next 5 turns, all Pokémon's held items have no effect and can't be used.
PSYCHIC
STATUS
-- -- 10 Entire Field
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM95
Air Slash
Has a 30% chance of causing the target to flinch.
FLYING
SPECIAL
75 95% 15 One Target

TR Moves

Here are all of the moves that Sigilyph can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area.
TR Move Type Category Power Acc.% PP Target Info
TR05
Ice Beam
Has a 10% chance to freeze the target.
ICE
SPECIAL
90 100% 10 One Target
TR11
Psychic
10% chance of lowering the target's Sp. Def by one stage.
PSYCHIC
SPECIAL
90 100% 10 One Target
TR20
Substitute
Costs 25% of Sigilyph's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR25
Psyshock
Psyshock uses the target's Defense stat to calculate damage instead of its Special Defense.
PSYCHIC
SPECIAL
80 100% 10 One Target
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Sigilyph's moves at random.
NORMAL
STATUS
-- -- 10 User
TR33
Shadow Ball
20% chance of lowering the target's Sp. Def by one stage.
GHOST
SPECIAL
80 100% 15 One Target
TR34
Future Sight
Does its damage after two more turns have passed.
PSYCHIC
SPECIAL
120 100% 10 One Target
TR36
Heat Wave
Has a 10% chance to burn all nearby enemies.
FIRE
SPECIAL
95 90% 10 Nearby Enemies
TR38
Trick
Switches Sigilyph's held item with the target's.
PSYCHIC
STATUS
-- 100% 10 One Target
TR40
Skill Swap
Swaps Sigilyph's ability with the target's.
PSYCHIC
STATUS
-- -- 10 One Target
TR44
Cosmic Power
Raises Sigilyph's Defense and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
TR49
Calm Mind
Raises Sigilyph's Special Attack and Special Defense by one stage.
PSYCHIC
STATUS
-- -- 20 User
TR58
Dark Pulse
Has a 20% chance of causing the target to flinch.
DARK
SPECIAL
80 100% 15 One Target
TR65
Energy Ball
10% chance of lowering the target's Sp. Def by one stage.
GRASS
SPECIAL
90 100% 10 One Target
TR69
Zen Headbutt
Has a 20% chance of causing the target to flinch.
PSYCHIC
PHYSICAL
80 90% 15 One Target
TR70
Flash Cannon
10% chance of lowering the target's Sp. Def by one stage.
STEEL
SPECIAL
80 100% 10 One Target
TR82
Stored Power
Increases power by 20 for each positive stat modifier Sigilyph has, excluding accuracy or evasion.
PSYCHIC
SPECIAL
20 100% 10 One Target
TR92
Dazzling Gleam
Damages all nearby enemies.
FAIRY
SPECIAL
80 100% 10 Nearby Enemies

Egg Moves

Here are all of the moves that Sigilyph can learn as Egg Moves. In the case of evolved Pokémon, it shows what Egg Moves it can learn in its lowest evolutionary stage. Click the word EGG to find compatible breeding Pokémon to get that Egg Move onto Sigilyph.
Move Type Category Power Acc.% PP Target Info
EGG
Psycho Shift
Transfers any major status conditions affecting Sigilyph to the target.
PSYCHIC
STATUS
-- 100% 10 One Target
EGG
Ancient Power
Has a 10% chance of raising Sigilyph's Attack, Defense, Sp. Atk, Sp. Def, and Speed by one stage.
ROCK
SPECIAL
60 100% 5 One Target
EGG
Roost
Heals Sigilyph's HP by 50% and removes its Flying-type for the rest of the turn.
FLYING
STATUS
-- -- 10 User

Where to Find Sigilyph

If you're looking for where to find Sigilyph, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Sigilyph in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)

Sigilyph in the Wild

Wild Area: Motostoke Riverbank

Random Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
5% 5% 5% 5% 5% 5% 5% 5% 5%
Lv. 26-28 Lv. 26-28 Lv. 26-28 Lv. 26-28 Lv. 26-28 Lv. 26-28 Lv. 26-28 Lv. 26-28 Lv. 26-28

Wild Area: Stony Wilderness

Flying Around
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
40% 40% 40% 40% 60% 40% 40% 60% 60%
Lv. 28-30 Lv. 28-30 Lv. 28-30 Lv. 28-30 Lv. 28-30 Lv. 28-30 Lv. 28-30 Lv. 28-30 Lv. 28-30

Wild Area: Lake of Outrage

Overworld Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
13% -- -- -- -- -- -- -- --
Lv. 55-58
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