How to play
Use favorable physical matchups to set Spikes or recover with Roost. Whirlwind can remove a setup attacker from the field when its effect is not blocked.
Choose six Pokémon. See your score. Find your next teammate.
SkarmoryNo evolution shown
#0227 · GENERATION 2
Physical defense and hazard support
Build a Skarmory team ↓Hover or tap the cards.
Custom Pokédex collection.
Generation 9 · casual singles · base form
Use favorable physical matchups to set Spikes or recover with Roost. Whirlwind can remove a setup attacker from the field when its effect is not blocked.
Key risk. Fire and Electric attacks are super effective. Sturdy needs full HP; hazards and chip damage can disable it. Roost temporarily removes Flying typing for that turn.
This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.
BATTLE PLAN
Use favorable physical matchups to set Spikes or recover with Roost. Whirlwind can remove a setup attacker from the field when its effect is not blocked.
Choose between Spikes for switch pressure and Roost for recovery. Roost temporarily removes Flying typing for the turn, which can change incoming damage.
Consider Whirlwind when its effect is not blocked. Check whether Skarmory can survive the turn; phazing is not guaranteed emergency protection.
A teammate uses a switching move to bring Skarmory in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.
ITEM & ABILITY
Sturdy needs full HP. Entry hazards and chip damage can disable it. Rocky Helmet punishes contact, but does not replace recovery or an appropriate switch.
Watch the tradeoff. Fire and Electric attacks are super effective. Sturdy needs full HP; hazards and chip damage can disable it. Roost temporarily removes Flying typing for that turn.
These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.
COMPARE YOUR OPTIONS
Corviknight shares Steel/Flying typing and offers a pivoting role with U-turn.
| Stat | Skarmory | Corviknight |
|---|---|---|
| HP | 65 | 98 |
| Attack | 80 | 87 |
| Defense | 140 | 105 |
| Sp. Attack | 40 | 53 |
| Sp. Defense | 70 | 85 |
| Speed | 70 | 67 |
Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.
A Ground teammate covers Electric attacks. A Water partner helps against Fire attackers.
Immune to Electric and resists Fire attacks.
Immune to Electric and resists Fire; needs an Ice answer.
These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.
Compare computed teammate suggestions →Corviknight shares Steel/Flying typing and offers a pivoting role with U-turn.
Try Corviknight →Typing only. Abilities, items and battle effects can change these matchups.
Skarmory does not evolve.
Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Skarmory. Add teammates and compare your type-and-base-stat score.
Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.
Types & base stats only · Not a win probability.
Keep up to 20 teams in this browser. Clearing browser data removes saved teams.
No saved teams yet.
FIND A BETTER FIT
Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.
Team score 53 → 80
Team score 53 → 80
Team score 53 → 79
Team score 53 → 79
Team score 53 → 79
Team score 53 → 79
Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.
Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.
| Attack | Skarmory | Weak | Resist |
|---|---|---|---|
| Normal | ½× | 0 | 1 |
| Fire | 2× | 1 | 0 |
| Water | 1× | 0 | 0 |
| Electric | 2× | 1 | 0 |
| Grass | ¼× | 0 | 1 |
| Ice | 1× | 0 | 0 |
| Fighting | 1× | 0 | 0 |
| Poison | 0× | 0 | 1 |
| Ground | 0× | 0 | 1 |
| Flying | ½× | 0 | 1 |
| Psychic | ½× | 0 | 1 |
| Bug | ¼× | 0 | 1 |
| Rock | 1× | 0 | 0 |
| Ghost | 1× | 0 | 0 |
| Dragon | ½× | 0 | 1 |
| Dark | 1× | 0 | 0 |
| Steel | ½× | 0 | 1 |
| Fairy | ½× | 0 | 1 |
Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.
Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.
Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.
Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.
Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only
Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.
Starter moveset reviewed October 6, 2026; battle notes added October 16, 2026. Suggest a correction.