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Scrafty

In-battle formes

HP:65
Attack:90
Defense:115
Sp. Atk:45
Sp. Def:115
Speed:58
Min (-ve nature, 0 IVs)108
Default152
Max Neutral215
Max Positive236
Max Neutral (+1)322
Max Positive (+1)354
Max Neutral (+2)430
Max Positive (+2)472
NeverUsed
Defensive Bulk Up175

Evolutions

Strategies

Formats:
Written by Expulso

Overview

Scrafty is a unique Pokemon that provides multiple valuable qualities to its team: Knock Off can remove items to soften up opposing teams early-game, Shed Skin makes it one of the best status absorbers in the tier, Bulk Up and Rest let it act as a late-game sweeper, and its great Special Defense and few weaknesses let it stand up to threatening wallbreakers such as Starmie and Alolan Exeggutor. However, Scrafty is completely countered by defensive Sylveon, which makes it deadweight in that fairly common matchup. Additionally, it can be a sitting duck for the tier's many threatening Fighting-types and requires a lot of team support to make up for the switch-in opportunities it often gives Passimian and Toxicroak. It also struggles with other defensive staples such as Mantine and Vileplume and is generally slow to make progress.

Defensive Bulk Up

Move 1
Move 2
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 3
  • Drain Punch
    User recovers 50% of the damage dealt.
    TypeFighting
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 4
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic

Set Details

Bulk Up makes Scrafty quite bulky, letting it avoid the 2HKO from defensive Talonflame's Brave Bird after just one boost. Drain Punch has no drawbacks unlike other options like Close Combat and helps it stay healthy to check threats like Drapion, Guzzlord, and Snorlax. Rest restores Scrafty's HP to full and has good synergy with Shed Skin; this can prevent opposing wallbreakers from safely entering the field to threaten Scrafty on an anticipated use of Rest. 92 Speed EVs let Scrafty outspeed Jolly Copperajah and Glastrier and help it take on Vaporeon.

Garbodor is an excellent partner for Scrafty; it can force out Sylveon, check Fighting-types, and set up Spikes and Toxic Spikes to weaken the opposing team. In return, Scrafty can remove Heavy-Duty Boots to make Garbodor's hazards more effective and threatens some of Garbodor's most common switch-ins like Xatu. Other Fighting-type checks such as Talonflame, Sylveon, and Xatu are helpful to handle Toxicroak and Passimian, and Copperajah and Escavalier can switch into Sylveon and other Fairy-types. Stealth Rock setters that can beat common forms of hazard removal, such as Diancie and Copperajah with a Rock-type attack, can make Scrafty's Knock Off more punishing by keeping hazards on the field. Diancie also switches into Talonflame and can cure status from Rest if Shed Skin fails. Finally, Fairy-type lures such as Alolan Exeggutor and Heavy Slam Guzzlord can pave the way for Scrafty to sweep late-game, though make sure to cover their shared Fairy-type weakness with teammates like Stakataka and Vileplume.

Other Options

Throat Chop is a niche option to defeat defensive Hyper Voice Sylveon; however, Scrafty sacrifices tons of utility by dropping Knock Off, and many Sylveons run Moonblast to bypass this. A Dragon Dance set with Knock Off, Close Combat, and Iron Head seems appealing at first glance, but Scrafty's low speed leaves it outsped by Talonflame, Salazzle, and every Choice Scarf user even after a boost; faster Choice Scarf users like Heliolisk can outspeed it even after two Speed boosts.

Checks and Counters

Fairy-types: Sylveon's access to recovery makes it a very reliable answer that can wall Scrafty all game long. Diancie is neutral to Fighting and lacks recovery, making it less effective, but it still forces Scrafty out with the threat of a faster Moonblast. More niche Fairy-types like Comfey and Ribombee can shut Scrafty down just as effectively.

Fighting-types: Toxicroak, Gallade, and Passimian can switch into both of Scrafty's STAB attacks and force it out with their powerful Fighting-type attacks even if Scrafty has a Defense boost or two. However, they generally lack recovery, which can allow Scrafty to outlast them, particularly if it has Spikes support.

Flying-types: Mantine's Hurricane never 2HKOes, but it takes little damage from Scrafty's attacks and is faster, making it favored in that matchup. Defensive variants of Talonflame struggle against Scrafty due to Bulk Up, but offensive Talonflame and Braviary can threaten it even after a boost, while Taunt can also allow defensive Talonflame to emerge victorious.

Trick: Although they cannot switch directly into it, Trick users such as Choice Scarf Rotom-Mow can cripple Scrafty and prevent it from sweeping in most situations.

Credits

Moves

 
Power
40
Accuracy
100%
PP
20
100% chance to lower the target's Sp. Def by 2.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
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
100%
PP
10
All healthy allies aid in damaging the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
10
Raises an ally's Attack and Defense by 1.
 
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
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
20
Raises the user's Attack and Speed by 1.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
40
Accuracy
90%
PP
15
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
10
Hits first. First turn out only. 100% flinch chance.
 
Power
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
150
Accuracy
80%
PP
5
Has 1/2 recoil.
 
Power
130
Accuracy
90%
PP
10
User is hurt by 50% of its max HP if it misses.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
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
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
75
Accuracy
100%
PP
5
2x power if the user had a stat lowered this turn.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
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
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
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
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
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
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
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
Accuracy
90%
PP
10
Does damage equal to 1/2 target's current HP.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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