Last updated: 2026-07-27

Related Pokemon
Causes opponents to expend 1 more PP when using moves against the Pokémon.
Makes opponents unable to eat Berries.
Instead of being affected by stat-lowering effects, the Pokémon bounces them back at whichever Pokémon caused them.
A high-bulk wall near the top of the metagame. The standard is a fortress-style set that stays in against physical attackers, usually built around Impish or Relaxed plus Leftovers (about 70%), with Roost, Body Press, Iron Defense, and U-turn all close to mandatory. Pressure is the most common ability, though Mirror Armor, which reflects opposing stat drops, also sees some use.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Iron Defense Body Press
Iron Defense + Body Press fortress.
Corviknight
| HP | 205 | 32 | |
|---|---|---|---|
| Atk | 107 | - | |
| Def↑ | 172 | 32 | |
| SpA↓ | 65 | - | |
| SpD | 107 | 2 | |
| Spe | 87 | - |
a role of tanking with excellent typing/bulk and supporting allies via U-turn. Late game, when special attackers fall, Iron Defenseboost Defense, Body Pressand finish opponents.
Iron Defense + Body Press Strength
Body Press is Iron Defensebest combined with it. Iron Defense raises Defense and boosts Body Press power simultaneously — strong offense/defense.
Corviknight blocks opposing status moves with Taunt. In bulky mirror matchups, Taunt lets us play advantaged. Pivot move U-turn — interchangeable.
Switch in vs. physical attackers to tank attacks, Roostmanage HP with it, a role of U-turn to give attacker allies more chances. Late game, Iron Defenseit can attack itself.
Weak to Fire and Electric Special Attackers
Fire/Electric special attackers that hit Corviknight's weakness are threats. Special attacks are hard to fully tank, so fight with teammates when facing them.
Example Threats
Defog Pivot
A build that runs Defog to protect allies from Stealth Rock while handling matchup control
Corviknight
| HP | 205 | 32 | |
|---|---|---|---|
| Atk | 107 | - | |
| Def | 127 | 2 | |
| SpA | 73 | - | |
| SpD↑ | 150 | 32 | |
| Spe↓ | 78 | - |
Defog for Stealth Rock removal, and from a slow position U-turn for matchup control — a pivot-build Corviknight. While protecting allies from Stealth Rock, Roost or
Leftovers for recovery to play resiliently, and Safely sends the backup ace to the field — its composition.
Brave Bird is also an option
which serves as a way to hit Mega Floette, Iron Head slot to Brave Bird is also an option. Switching to Brave Bird gives it a way to hit Pokémon like Mega Venusaur and Mega Lopunny.
Defog to use Stealth Rock while controlling matchups by tanking the opponent's attacks with its high bulk is its main role. After surviving the opponent's attack, from its low Speed U-turn uses to, Safely deploys ally attackers while maintaining its own HP — its role.
*Defog also removes your own Stealth Rock or Toxic Spikes, so be careful.
Synergizes well with Pokémon weak to Stealth Rock
Defog-running Corviknight Stealth Rock is best paired with Pokémon that struggle against it. Removing Stealth Rock covers their weakness and lets them play to their strengths.
Example Synergy Pokémon
Special attackers that don't hit weaknesses
Sp. Def-invested Corviknight is especially Recommended as a counter to Mega Floette and Mega Venusaur. Can also tank many special Pokémon if not hit on weaknesses.
Example Favorable Matchups
Setup-move-holding physical attackers
Defense isn't invested much, and Iron Defense doesn't have moves like that to raise Defense, so Swords Dance if hit by setup moves, gets overwhelmed. Before becoming critical, U-turn switch and leave it to another Pokémon.
Example Threats
Doubles Tailwind
Mirror Armor reflects Intimidate; Tailwind speed support.
Corviknight
| HP | 205 | 32 | |
|---|---|---|---|
| Atk | 107 | - | |
| Def↑ | 172 | 32 | |
| SpA↓ | 65 | - | |
| SpD | 107 | 2 | |
| Spe | 87 | - |
Invests heavily in HP and Defense, A physical wall build that leverages high bulk and recovery moves to stay on the field for a long time Corviknight. Converts Defense stat into Attack Body Press maintains its own durability while chipping the opponent.
Iron Head is also recommended as an attacking move
Brave BirdorBody Press instead, Iron Head is also recommended. Can hit Fairy-type weaknesses such as Mega Floette.
One of the attacking moves can be replaced with a setup move
One of the attacking moves can be replaced with a setup move.Iron Defense and Body Press combination, or Bulk Up and Brave Bird combination should be used.
Protect is also recommended in place of Roost
Roost instead, Protect can also be adopted. With Protect, there's no need to switch out against unfavorable matchups, so Iron Defense or Bulk Up maintain stat boosts from it.
the ability Mirror Armor reflects opponents' stat drops and doubles allies' SpeedTailwind serves as support and a cushion, setting up the board. Uses high physical bulk as a shield to support allies' setup while also acting as a damage dealerEnables flexible playstyle.
Weak to Fire or Electric special moves
Corviknight has comparatively low Sp. Def, so it struggles with weakness-hitting Fire or Electric special moves. Include Pokémon resistant to Fire and Electric special moves in the party.
Example Threats
Type
Category
Target
Properties
55 / 55
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Swagger | Normal | Stat | - | 85 | 16 | 1 Foe | Boosts the target’s Attack stat by 2 stages and confuses it. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Focus Energy | Normal | Stat | - | - | 20 | Self | The user gains a 2-stage Critical-Hit Ratio Boost. | |
| Screech | Normal | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Defense stat by 2 stages. |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| U-turn | Bug | Phys | 70 | 100 | 20 | Contact | 1 Foe | After attacking, the user switches out of battle to be replaced by another party Pokémon. |
| Sky Attack | Flying | Phys | 140 | 90 | 8 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. This move has a 30% chance of making the target flinch, and it has a 1-stage Critical-Hit Ratio Boost. | |
| Brave Bird | Flying | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Fly | Flying | Phys | 90 | 95 | 16 | Contact | 1 Foe | The user gains the Sky-High status on the turn this move is used, then attacks on the following turn. |
| Drill Peck | Flying | Phys | 80 | 100 | 20 | Contact | 1 Foe | A regular attacking move. |
| Pluck | Flying | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the target is holding a Berry, the user eats that Berry and gains its effect. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Dual Wingbeat | Flying | Phys | 40 | 90 | 12 | Contact | 1 Foe | The user attacks twice in a row. |
| Hurricane | Flying | Spec | 110 | 70 | 12 | Wind | 1 Foe | Has a 30% chance of confusing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. |
| Air Slash | Flying | Spec | 75 | 95 | 16 | Cut | 1 Foe | Has a 30% chance of making the target flinch. |
| Air Cutter | Flying | Spec | 60 | 95 | 20 | CutWind | All Foes | This move has a 1-stage Critical-Hit Ratio Boost. |
| Defog | Flying | Stat | - | - | 16 | 1 Foe | Lowers the target’s evasiveness by 1 stage. Removes statuses such as Reflect, Spikes, and Safeguard, as well as any terrain. | |
| Tailwind | Flying | Stat | - | - | 16 | Wind | Ally Side | Gives the user’s side the Tailwind status for 4 turns. |
| Roost | Flying | Stat | - | - | 8 | Self | Restores 1/2 of the user’s max HP. If the user is a Flying type, it will lose the Flying type for the turn. | |
| Feather Dance | Flying | Stat | - | 100 | 16 | Dance | 1 Foe | Lowers the target’s Attack stat by 2 stages. |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. |
| Reversal | Fighting | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Bulk Up | Fighting | Stat | - | - | 20 | Self | Boosts the user’s Attack and Defense stats by 1 stage. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Spite | Ghost | Stat | - | 100 | 12 | 1 Foe | Removes 4 PP from the move last used by the target. | |
| Curse | Ghost | Stat | - | - | 12 | Special | The user loses 1/2 of its max HP to give the target the Cursed status. If the user is not a Ghost-type Pokémon, it lowers the user’s Speed stat by 1 stage and raises its Attack and Defense stats by 1 stage. | |
| Assurance | Dark | Phys | 60 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the target has already taken damage during the turn this move is used. |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Payback | Dark | Phys | 50 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user attacks after the target. |
| Power Trip | Dark | Phys | 20 | 100 | 12 | Contact | 1 Foe | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. |
| Nasty Plot | Dark | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk stat by 2 stages. | |
| Fake Tears | Dark | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. | |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. | |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Steel Wing | Steel | Phys | 70 | 90 | 20 | Contact | 1 Foe | Has a 10% chance of boosting the user’s Defense stat by 1 stage. |
| Heavy Slam | Steel | Phys | - | 100 | 12 | Contact | 1 Foe | The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120): 120 if the target’s weight is 1/5 or less of the user’s, 100 if 1/4 or less, 80 if 1/3 or less, 60 if 1/2 or less, and 40 if more than 1/2. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Steel Beam | Steel | Spec | 140 | 95 | 8 | 1 Foe | After attacking, the user takes damage equal to 1/2 of its max HP. | |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. | |
| Metal Sound | Steel | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. |