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Scolipede

In-battle formes

HP:60
Attack:100
Defense:89
Sp. Atk:55
Sp. Def:69
Speed:112
Min (-ve nature, 0 IVs)206
Default260
Max Neutral323
Max Positive355
Max Neutral (+1)484
Max Positive (+1)532
Max Neutral (+2)646
Max Positive (+2)710
OverUsed
Swords Dance355

Evolutions

Strategies

Formats:
Written by Vert

Overview

Scolipede can fulfill the role of a cleaner and wallbreaker in one slot due to its access to Speed Boost and Swords Dance to threaten offensive and defensive teams. Functioning in these roles is enabled by decent Attack, good Speed, and a sufficient movepool, so Scolipede can utilize strong attacks and coverage moves such as Megahorn, Earthquake, and Aqua Tail. However, Scolipede's below average defenses mean Scolipede will require entry hazard removal to set up properly. Even if Scolipede manages to set up, it will often be in range of priority moves from Ash-Greninja, Mega Scizor, and Mega Mawile, for example, meaning its capabilities cannot be fully unleashed in practice.

Swords Dance

Move 1
Move 2
  • Megahorn
    No additional effect.
    TypeBug
    CategoryPhysical
    Power120 BP
    Accuracy85%
Move 3
  • Aqua Tail
    No additional effect.
    TypeWater
    CategoryPhysical
    Power90 BP
    Accuracy90%
Move 4
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%

Moves

With Swords Dance, Scolipede is able to punch holes into defensive teams or sweep. Megahorn is Scolipede's strongest attack; at +2, it is capable of OHKOing Pokemon such as Garchomp and Tapu Bulu. Aqua Tail pairs well with Megahorn, netting massive damage against Celesteela, Zapdos, and Mega Scizor when powered up by Waterium Z. Hydro Vortex, after Scolipede uses Swords Dance, also OHKOes defensive Landorus-T, one of the most common Pokemon in the tier. Earthquake rounds off Scolipede's coverage, defeating Heatran, Mega Mawile, and, more importantly, Toxapex. Spikes can be used in this slot as well to pressure switch-ins, but it is best used when Scolipede is on hyper offense teams because it will usually want to maximize its coverage.

Set Details

Waterium Z grants Scolipede a 175-Base Power Hydro Vortex so Scolipede can break defensive Landorus-T and take out a weakened Mega Scizor. Life Orb seems like an appealing option, but the recoil and lack of power makes it inferior. A Jolly nature and maximum Speed investment are required for Scolipede to outpace the faster Choice Scarf users in the tier such as Keldeo and Latios after a Speed Boost. The remaining EVs are invested in Attack so Scolipede can hit as hard as possible.

Usage Tips

Scolipede's typing allows it to get a free Swords Dance against Tapu Fini and most Grass-types such as Tapu Bulu and Tangrowth, so utilize these opportunities right away. Otherwise, Scolipede will be forced to take damage in order to set up. If this is the case, prioritize removing entry hazards so Scolipede can set up in front of Mega Scizor and defensive Landorus-T and stay out of the KO range of most priority.

If Scolipede cannot sweep, recklessly use Swords Dance and do massive damage to a check or counter shared by a teammate with a boosted Hydro Vortex. If Spikes is used on Scolipede, set up hazards and play aggressively to weaken defensive hazard removers such as Zapdos, Skarmory, and Mega Scizor with Hydro Vortex.

Team Options

Stealth Rock will cause Scolipede issues, so an entry hazard remover is recommended. Mew, Mega Scizor, Latios, and Tapu Fini are solid teammates, especially since Scolipede can preserve their health by absorbing Toxic Spikes. Scolipede will have limited setup opportunities outside of against bulky Grass-types and the aforementioned Tapu Fini, so VoltTurn users that can get Scolipede free switches on these Pokemon are nice. Tapu Koko, Ash-Greninja, and Mega Manectric are prime teammates.

Scolipede can support other physical sweepers because it breaks or wears down a lot of common answers to physical attackers such as Landorus-T. Swords Dance Mega Mawile and Dragon Dance Mega Charizard X are solid teammates because of this. Greninja, while a special attacker, is a fine team option, as Scolipede forces in and wears down Celesteela and Ferrothorn, common checks to Ash-Greninja, and gives Protean Greninja the option to forego Hidden Power Fire. Finally, Scolipede can be used on rain teams, as the rain boost to Hydro Vortex and +2 Attack creates a lot of OHKOes on Pokemon such as Zapdos, Celesteela, and Clefable.

Other Options

Savage Spin-Out is extremely powerful after a Swords Dance boost, OHKOing Pokemon such as Ferrothorn and even some resistant to the move such as Keldeo after Stealth Rock. However, the prevalence of Landorus-T and Celesteela make Hydro Vortex superior. Scolipede can be used as a suicide lead, stacking Spikes and Toxic Spikes and taking a Pokemon down with it using Endeavor.

Checks and Counters

Priority: Getting off a big hit on Scolipede as it tries to set up and revenge killing it with priority is the most efficient way to handle Scolipede. Ash-Greninja, Mega Pinsir, and Mega Mawile are examples of strong priority users.

Stealth Rock: Stealth Rock reduces Scolipede's setup opportunities because of its poor bulk. Stealth Rock also places Scolipede in range of strong priority attacks from Ash-Greninja and Mega Pinsir.

Playing Around Hydro Vortex: Scolipede may be able to set up on Pokemon such as defensive Landorus-T, Mega Scizor, Tapu Fini, and bulky Grass-types when Stealth Rock is up. If this happens, baiting Hydro Vortex allows Pokemon such as Zapdos to reliably defeat Scolipede.

Physically Defensive Pokemon: Ferrothorn, Toxapex, Alomomola, and Skarmory can take on and defeat Scolipede one-on-one if they are not sufficiently weakened. Physically defensive Mantine and Clefable can also take on Scolipede lacking Poison Jab and then proceed to cripple it or knock it out.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
20
Accuracy
100%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
120
Accuracy
85%
PP
10
No additional effect.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
25
Accuracy
95%
PP
20
Hits 2-5 times in one turn.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
15
Accuracy
100%
PP
35
30% chance to poison the target.
 
Power
50
Accuracy
100%
PP
25
High critical hit ratio. 10% chance to poison.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
90
Accuracy
85%
PP
20
20% chance to confuse the target.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
70
Accuracy
PP
10
This move does not check accuracy.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
20
Hurts grounded foes on switch-in. Max 3 layers.
 
Power
65
Accuracy
100%
PP
20
30% chance to make the target flinch.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
50
Accuracy
100%
PP
20
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
20
Poisons grounded foes on switch-in. Max 2 layers.
 
Power
25
Accuracy
100%
PP
20
Hits 2 times. Each hit has 20% chance to poison.
 
Power
Accuracy
100%
PP
20
Lowers Atk/Sp. Atk/Speed of poisoned foes by 1.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target is poisoned.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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