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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
UnderUsed
Suicide Lead355

Evolutions

Strategies

Written by avarice

Suicide Lead

Move 1
  • Spikes
    Hurts grounded foes on switch-in. Max 3 layers.
    TypeGround
Move 2
  • Poison Jab
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 3
  • Endeavor
    Lowers the target's HP to the user's HP.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 4
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%

Scolipede is able to get Spikes up easily for hyper offense teams with its Speed and can keep them up with its coverage and Endeavor. Poison Jab notably hits Hatterene hard while also hitting neutral targets like Azelf, Hydreigon, and Thundurus-T for solid damage. Earthquake dissuades Cobalion from setting up on Scolipede and nails Rapid Spin users like Tentacruel and Excadrill. Endeavor is useful against bulkier Pokemon such as Chansey, as well as Defog users like Salamence. Speed Boost stops lead Excadrill from spinning away Spikes and outspeeding Scolipede afterwards. It also lets Scolipede set multiple layers of Spikes against Choice Scarf users like Diggersby and Hydreigon. Focus Sash ensures Scolipede can get at least one layer of Spikes and can bring foes down to low HP with Endeavor.

Scolipede is only used on hyper offense and pairs nicely with Stealth Rock setters like Taunt Krookodile and Meteor Beam Necrozma, forming a double entry hazard-stacking core to enable sweepers like Gyarados and Salamence. Krookodile and Necrozma can pressure entry hazard removers like Salamence and Dhelmise better than Scolipede can. Sweepers like Salamence, Scizor, and Azelf all appreciate entry hazards to muscle past foes such as Primarina and Chansey. While Scolipede can keep up some offensive pressure, it is still setup bait for Pokemon like Scizor, Celesteela, and Salamence, making checks to them such as Gyarados, Nihilego, and Azumarill respectively solid partners. Taunt Gyarados, Polteageist, and Thundurus-T can all set up on Skarmory, who may try to set up Spikes against Scolipede since it cannot threaten it.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
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
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
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
70
Accuracy
100%
PP
20
High critical hit ratio. 10% chance to poison.
 
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
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
95%
PP
20
Power doubles with each hit, up to 160.
 
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
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
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
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
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
90%
PP
10
100% chance to lower target's Sp. Atk by 1.
 
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
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
130
Accuracy
100%
PP
5
Fails if there is no terrain active. Ends the terrain.
 
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
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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