Last updated: 2026-07-27

Related Pokemon
The Pokémon ignores the effects of Abilities and moves that draw in moves.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Swords Dance AS Attacker
Atk/Speed build sweeping with Swords Dance + Brave Bird.
Mega Skarmory
| HP | 141 | 1 | |
|---|---|---|---|
| Atk | 192 | 32 | |
| Def | 131 | 1 | |
| SpA↓ | 54 | - | |
| SpD | 120 | - | |
| Spe↑ | 178 | 32 |
Leveraging 140 base Atk and 110 base Speed, physical attacker build. Swords Dance boosts Atk; STAB and coverage moves press opponents — viable.
Taunt disrupts opposing leads
Iron Head Tauntswapping to it neutralizes opponent setup leads while 剣の舞 raises Attack. However, the STAB-usable Iron Head — note that it disappears.
High Speed and Atk chip the team, sweeping ace role. Steel/Flying resistances create favorable matchups for self-sweeping.
Electric/Fire with Flying or Levitate
Against Electric/Fire dual Flying, Drill Runits hits are negated, no coverage. Electric/Fire are weaknesses — consider switching.
Example Threats
Bulky Ace
Resistance + Roost stall, Swords Dance sweep.
Mega Skarmory
| HP | 171 | 31 | |
|---|---|---|---|
| Atk↑ | 189 | 12 | |
| Def | 130 | - | |
| SpA↓ | 54 | - | |
| SpD | 120 | - | |
| Spe | 153 | 23 |
Heavy HP, leveraging great resistances, Swords Dance boosts Atk — physical setup ace Mega Skarmory. With recovery Roost too, absorbs hits while stacking boosts to sweep.
Drill Run and Swords Dance free slots
Drill Run hits Steel; Swords Dance boosts power — swap by team needs. Status-blocking Taunt, Speed-boosting Agility, STAB Iron Head etc. are options.
Creates favorable matchups, Swords Dance boosts power to break the team — main role. Main weapon Brave Bird plus complementary Drill Run too, breaks unfavorable Electric/Fire types — role.
Foes Brave Bird can't finish
Mega Skarmory's Swords Dance's Atk boost and Brave Birdpower are main strengths. Faster Pokémon or Brave Bird-resisters stop it.
Example Threats
Stealth Rock Whirlwind
Hazards + Whirlwind to chip opposing team.
Skarmory
| HP | 172 | 32 | |
|---|---|---|---|
| Atk | 100 | - | |
| Def↑ | 211 | 32 | |
| SpA↓ | 54 | - | |
| SpD | 90 | - | |
| Spe | 92 | 2 |
Skarmory physical wall / setup build that specializes EVs in HP and Defense, leveraging excellent type resistances and physical bulk to shape the board while tanking attacks. With the Ability Sturdy and
Sitrus Berry secures action counts, and Forcibly deploys hazards even in unfavorable matchups.
Change Roost to an attacking move
This Skarmory build doesn't carry attacking moves, so Taunt if hit by it, can't do anything. If concerned, Roost replace with STAB Iron Head can also be changed to.
Stealth Rock or Spikes sets up, and Whirlwind forced switching accumulates fixed damage on the opposing entire team as its role.Roost manages HP, and Arranges situations where the backup ace can easily sweep — viable playstyle.
Pokémon with Taunt
Hazards and Whirlwind is the main Pokémon's job, so Taunt can be defeated before fulfilling its original role. Can nullify Taunt once with
Mental Herb hold or cover with other Pokémon.
Example Threats
Iron Defense Body Press
Iron Defense boosts Def while Body Press hits hard.
Skarmory
| HP | 172 | 32 | |
|---|---|---|---|
| Atk | 100 | - | |
| Def↑ | 211 | 32 | |
| SpA↓ | 54 | - | |
| SpD | 92 | 2 | |
| Spe | 90 | - |
Using high base Defense and Iron Defense, deal damage with Body Press as a physical wall/attacker.RoostManages HP, and unfavorable foes or setup users Whirlwindare forced out — the core gameplay.
Stealth Rock to limit cycles is viable
WhirlwindSkarmory with this build has low chip damage. With Stealth Rock, switches alone chip. Whirlwind clears Ghost types or boosters; if no teammate has Stealth Rock it, consider it.
Switched in vs. physical attackers, Body Pressdeals damage with it.
Bright PowderWith avoidance and ability Sturdygranting an action, it has resistance to surprise role-break moves.
Can't tank special super-effective hits
Defense is very high but Sp.Def is average. Especially, Volt Switch counters in cycle wars are essential. Ground types or Volt Absorb, Lightning RodElectric-immune, or Pokémon like Drednaw and Galarian Slowking with Regeneratorusers — adopt them.
Example Threats
Doubles Physical Attacker
Iron Barbs ignores redirection like Follow Me in Doubles.
Mega Skarmory
| HP | 141 | 1 | |
|---|---|---|---|
| Atk | 192 | 32 | |
| Def | 130 | - | |
| SpA↓ | 54 | - | |
| SpD | 121 | 1 | |
| Spe↑ | 178 | 32 |
Atk/Speed investment, post-Mega high Speed Tailwinddeploys to support allies — physical attacker Mega Skarmory. Ability Stalwart allows ignoring move redirection to hit chosen targets.
Rock Slide and Drill Run also recommended
Rock Slide and Drill Run also recommended. Rock Slide hits Charizard 4× weakness. Drill Run is SE on Electric/Steel that resist Flying+Steel.
From above slower foes, Tailwind — lead, giving allies Speed advantage. Concentrated attacks Protect blocked, High Atk STAB Brave Bird etc. finishes opponents — flexible play.
Electric or fast special attackers
Electric hits weakness and resists Flying+Steel. Also Mega Skarmory's low Sp.Def is weak to fast specials.Protect blocks moves, counter with allies.
Example Threats
Type
Category
Target
Properties
51 / 51
| 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. |
| 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. |
| Feint | Normal | Phys | 30 | 100 | 12 | 1 Foe | This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | |
| 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. | |
| 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. | |
| 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. | |
| Roar | Normal | Stat | - | - | 20 | Sound | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Whirlwind | Normal | Stat | - | - | 20 | Wind | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| X-Scissor | Bug | Phys | 80 | 100 | 16 | ContactCut | 1 Foe | An ordinary attacking move. |
| 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. |
| 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. |
| 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. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Stealth Rock status. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Summons a sandstorm for 5 turns. |
| Drill Run | Ground | Phys | 80 | 95 | 12 | Contact | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Sand Tomb | Ground | Phys | 35 | 85 | 16 | 1 Foe | Gives the target the Bound status. | |
| Spikes | Ground | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Spikes status. | |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers targets’ Speed stats by 1 stage. |
| 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). |
| 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. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| 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. | |
| Night Slash | Dark | Phys | 70 | 100 | 20 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| 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. |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| 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. |
| 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. |