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Scizor

In-battle formes

Base

HP:70
Attack:130
Defense:100
Sp. Atk:55
Sp. Def:80
Speed:65
Min (-ve nature, 0 IVs)121
Default166
Max Neutral229
Max Positive251
Max Neutral (+1)343
Max Positive (+1)376
Max Neutral (+2)458
Max Positive (+2)502
UnderUsed
3 Attacks + Roost166
Bulky Swords Dance166
Offensive Swords Dance229

Evolutions

Strategies

Written by Monky25

Overview

Scizor's potent defensive typing, amazing utility in Knock Off and U-turn, reliable recovery in Roost, and useful ability in Technician for Bullet Punch make it one of UU's scariest cleaners and best pivots. Scizor's dominance stems from its set versatility and ability to fit on nearly every playstyle, ranging from hyper offense to balance. Scizor's 3 Attacks + Roost set provides near-unmatched utility as a pivot that can nearly always make progress by crippling switch-ins like Salamence and Celesteela with Knock Off and enabling threats like Azelf with U-turn, all while having Roost to check threats like Tangrowth and Zarude throughout a game. Meanwhile, Scizor's bulky Swords Dance set is notorious for being a strong late-game cleaner that can take advantage of common Pokemon like Zarude, Chansey, and Hippowdon to boost its Attack while also being a great revenge killer against Zygarde-10% and Nihilego, as well as having the longevity to outlast checks like Celesteela and sweep when the time is right. Scizor's offensive Swords Dance set focuses on going all out and steamrolling past defensive Pokemon like Tangrowth and Chansey while easily sweeping past Hydreigon and Mamoswine with its boosted attacks. All of these factors make Scizor quite tough to handle in the builder, possibly exploiting Skarmory and Cobalion with U-turn as well as potentially outlasting hard checks like Salamence, opening up its team. However, Scizor is not without its flaws. Its poor Speed and average Special Defense leave it susceptible to strong special attackers like Keldeo and Thundurus-T. Cleaning with Bullet Punch isn't always easy due to the prevalence of faster Steel-resistant Pokemon like Cobalion, Rotom-W, and the aforementioned Keldeo and Thundurus-T. This relegates Scizor to item displacement and pivoting for the early- to mid-game, as it is unable to immediately make progress on its own. Scizor also has a horrific weakness to Fire-type attacks, leaving it limited by common coverage moves from threats such as Galarian Slowbro, Celesteela, Azelf, and Salamence. Common defensive Pokemon like Skarmory and Amoonguss can be used to scout nearly all of Scizor's attacks, making it easier to distinguish what set it is running. Scizor struggles to fit all the moves it would like, wanting Swords Dance to sweep late-game, Knock Off to cripple switch-ins like Salamence, and U-turn to pivot away from unfavorable matchups.

3 Attacks + Roost

Move 1
  • Bullet Punch
    Usually goes first.
    TypeSteel
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 2
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 3
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 4
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying

U-turn allows Scizor to consistently grab momentum, forcing out Tangrowth and Slowking while punishing switch-ins like Skarmory and Cobalion by pivoting out to a teammate like Rotom-W. Knock Off cripples switch-ins like Celesteela, Moltres, and Salamence. It also allows Scizor to threaten Chansey and removes Rocky Helmet from Cobalion and Skarmory that would wear Scizor down, though it has to worry about giving free Justified boosts to Cobalion. Dual Wingbeat is an option over U-turn that lets Scizor lure in and nail Amoonguss and Keldeo. Roost gives Scizor the longevity to handle Zarude, Hippowdon, and Nihilego. Heavy-Duty Boots is the preferred option for Scizor to pivot with ease and not worry about residual damage from Stealth Rock and Spikes. Rocky Helmet is an alternative that punishes pivots like Zarude and Crobat as well as Choice-locked threats like Diggersby and Zygarde-10% locked into Body Slam and Outrage or other contact moves. The given EV spread lets Scizor avoid the 2HKO from Zarude's Darkest Lariat and standard Nihilego's Power Gem. It also guarantees Scizor will be able to take a Meteor Beam from Nihilego.

This Scizor set best operates on VoltTurn and bulky offense teams that provide additional pivots to synergize with Scizor and create momentum cores. Powerful wallbreakers like Conkeldurr, Keldeo, and Zygarde-10% enjoy Scizor's pivot support and remove threats like Cobalion, Moltres, and Rotom-H. Electric-types like Thundurus-T and Rotom-W form potent VoltTurn cores with Scizor, luring in Grass-types like Tangrowth and Zarude as well Chansey for Scizor to take advantage of, all while checking Flying-types like Skarmory, Mandibuzz, and Moltres in return. Other pivots like Azelf and Zarude make for solid teammates; the former threatens Steel-types like Skarmory and Cobalion, while the latter can help overwhelm Amoonguss and counter Rotom-W and enjoys Rocky Helmet being removed from Skarmory. Hippowdon, Nihilego, and Nidoqueen provide Stealth Rock support for Scizor to wear down Amoonguss and Rotom-W easier. Scizor's ability to remove Heavy-Duty Boots from checks like Salamence and the Stealth Rock setters' ability to keep Stealth Rock up against nearly every form of entry hazard removal dramatically increases Scizor's potency. Hippowdon and Nihilego also handle threats to Scizor like Thundurus-T and Salamence. Defensive walls like Amoonguss and Slowking can take on threats to Scizor like Keldeo and Salamence while also being helpful for keeping Scizor from getting overwhelmed by Zarude and Nihilego. The latter can also provide a slow pivot with Teleport to get Scizor in safely against Pokemon like Tangrowth.

Bulky Swords Dance

Move 1
Move 2
  • Bullet Punch
    Usually goes first.
    TypeSteel
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 3
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 4
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying

Swords Dance + Bullet Punch turns Scizor into a potent revenge killer and late-game sweeper capable of taking out fast threats like Nihilego, Zygarde-10%, and Azelf with a strong priority attack. Knock Off is essential in crippling the likes of Celesteela, Moltres, and Salamence, causing them to lose out on passive recovery or take damage from Stealth Rock, allowing Scizor to possibly overcome them in the long run. U-turn can be used over Knock Off for powerful pivoting while still retaining sweeping abilities, being able to pressure Amoonguss a lot more easily as well as bring in teammates like Azelf to handle counters like Skarmory and Cobalion. However, Scizor must be paired with another Knock Off user such as Tangrowth or Diggersby to cover for Scizor dropping it. Moreover, Swords Dance + U-turn is walled by dangerous threats like Celesteela and Salamence, which no longer fear Knock Off crippling them and can handle Scizor more easily. Roost maintains Scizor's longevity, letting it check Nihilego, Zarude, Tangrowth, and Mamoswine throughout a game while preparing itself to sweep. It also has benefits in PP stalling Amoonguss out of Foul Play. Heavy-Duty Boots keeps Scizor from getting worn down by entry hazards and being forced to use Roost. Meanwhile, Rocky Helmet is an option to chip threats like Zarude, Cobalion, and Diggersby, while Safety Goggles lets Scizor act as a switch-in to Amoonguss by denying it Spore or Stun Spore and beating it one-on-one, though this has few other applications. Heavy investment in HP and Defense allows Scizor to set up against and take on physical attackers like Zarude, Excadrill, and Zygarde-10%. It also decreases the damage taken from Amoonguss’s Foul Play and allows Scizor to take advantage of Cobalion lacking Swords Dance.

Bulky Swords Dance Scizor best fits on bulky offense, VoltTurn, and balance teams that appreciate a late-game sweeper that provides integral defensive utility against threats like Tangrowth and Mamoswine. Stealth Rock setters like Nihilego and Hippowdon are valuable teammates; not only do they provide entry hazards to wear down the likes of Amoonguss and Celesteela, they also beat checks to Scizor like Moltres, Rotom-H, and Salamence. Special attackers like Hydreigon and Keldeo appreciate Scizor countering Chansey and can shatter Pokemon like Mandibuzz and Skarmory that stand in Scizor's way. Rotom-W and Thundurus-T are solid teammates that can pressure Flying-types like Celesteela, Mandibuzz, and Skarmory. Fast pivots like Azelf, Crobat, and Raikou take on revenge killers that threaten Scizor like Keldeo and Cobalion, especially appreciating U-turn bringing them in. These Pokemon provide useful revenge killing utility to Scizor's team in general because of how weak Bullet Punch is without setting up.

Offensive Swords Dance

Move 1
Move 2
  • Bullet Punch
    Usually goes first.
    TypeSteel
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 3
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
  • Quick Attack
    Usually goes first.
    TypeNormal
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 4
  • Dual Wingbeat
    Hits 2 times in one turn.
    TypeFlying
    CategoryPhysical
    Power40 BP
    Accuracy90%
  • Superpower
    Lowers the user's Attack and Defense by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Bug Bite
    User steals and eats the target's Berry.
    TypeBug
    CategoryPhysical
    Power60 BP
    Accuracy100%

Bullet Punch covers Scizor's usual targets like Nihilego, Togekiss, and Mamoswine. After a Swords Dance, it can easily pick off faster threats like Hydreigon and Zygarde-10% as well as bulkier foes like Hatterene and offensive Salamence after the latter has taken slight chip. The rest of the moves can be tailored to the needs of Scizor's team. Knock Off nails the likes of Slowking and Thundurus-T while being a good midground against Hippowdon and opposing Scizor. It also punishes Moltres and Rotom-H attempting to switch into Scizor. Alternatively, Technician-boosted Quick Attack lets Scizor pick off faster Pokemon resistant to Bullet Punch like Thundurus-T, Keldeo, and Rotom-W, though they do have to be fairly worn down. Dual Wingbeat does heavy damage against Grass-types like Amoonguss, Tangrowth, and Zarude, OHKOing them after a boost. It also covers Hippowdon well. However, Superpower lets Scizor break past Steel-types like Celesteela, Cobalion, and Skarmory, while Bug Bite retains super effective damage on Tangrowth and Zarude while also hitting Slowking and Umbreon hard, though it leaves Scizor walled by Cobalion as a result. Life Orb allows Scizor to maximize its wallbreaking potential, since it has limited longevity anyway.

This set best fits on hyper offense teams that appreciate Scizor's potent late-game cleaning potential and ability to revenge kill faster threats like Azelf even when low on HP. It also has the ability and the prowess to prevent fast threats such as Lycanroc-D, Zygarde-10%, and Choice Scarf Hydreigon from running over hyper offense teams. Entry hazard support from Excadrill, Froslass, and Scolipede is key in softening up Celesteela and Primarina for Scizor to get past. Excadrill can also remove entry hazards with Rapid Spin, while Scolipede can heavily chip threats like Cobalion with Endeavor. Gyarados makes a great partner for Scizor, taking advantage of Scizor luring in Keldeo and Moltres for free setup. Similarly, Meteor Beam Nihilego can wipe out annoyances to Scizor like Skarmory, Mandibuzz, and Rotom-H. Necrozma is able to use common Scizor counterplay such as Cobalion, Skarmory, and even Rotom-H as setup bait. Early-game wallbreakers and sweepers like Thundurus-T and Autotomize Celesteela can overwhelm Mandibuzz, Salamence, and Hippowdon for Scizor. Azelf, in particular, revenge kills many threats to Scizor like Cobalion and Keldeo.

Other Options

Scizor can use a Choice Band set for great power right from the get-go, wearing down threats like Amoonguss and Keldeo with powerful a U-turn and revenge killing Azelf easier with a strong Bullet Punch, but it requires extensive support to keep it from getting worn down by entry hazards and Rocky Helmet chip from Skarmory, Hippowdon, and Cobalion. Superpower on the bulky Swords Dance set allows Scizor to heavily damage a common counter in Cobalion, but Scizor prefers the utility Knock Off or U-turn provides. Defog is an option for bulky Scizor sets on stall teams as a secondary entry hazard remover due to it outlasting entry hazard setters like Swampert and providing valuable defensive utility with its Steel typing, but this set is very passive, and stall generally prefers Defoggers like Salamence and Articuno instead.

Checks and Counters

Steel-types: Skarmory and Cobalion are great switch-ins to Scizor, as they resist Bullet Punch and U-turn and can wear it down with Rocky Helmet. Both Iron Defense Skarmory and Swords Dance Cobalion can overcome bulky variants of Scizor by boosting alongside it. Celesteela hates Knock Off but OHKOes Scizor with Flamethrower.

Fire-types and Fire-type Coverage: Moltres and Rotom-H outspeed and OHKO Scizor, but they have to watch out for Knock Off removing their Heavy-Duty Boots. Fire-type coverage on the likes of Salamence, Azelf, Hydreigon, Nidoqueen, and Colbur Berry Galarian Slowbro wipes out Scizor.

Electric-types: Thundurus-T, Rotom-H, and Raikou all resist Bullet Punch and can hit Scizor hard in return. Rotom-W can cripple Scizor with Will-O-Wisp but loses to bulky Swords Dance variants.

Water-types: Offensive Water-types like Keldeo and Starmie resist Bullet Punch and can revenge kill Scizor by hitting it hard with their STAB attacks, though the latter needs Scizor to be decently chipped at risk of getting hit hard by Knock Off. Gyarados also resists Bullet Punch and can boost with Dragon Dance as it forces Scizor out. Scizor is also at risk from getting burned by Scald from foes it attempts to take on like Swampert and RestTalk Primarina due to its inability to immediately defeat them.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
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
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio. 10% chance to poison.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
15
-1 evasion; ends user and target hazards/terrain.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
35
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
40
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
15
Protects allies from priority attacks this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
130
Accuracy
100%
PP
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
140
Accuracy
95%
PP
5
User loses 50% max HP.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
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
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target is poisoned.
 
Power
60
Accuracy
100%
PP
35
No additional effect.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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