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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
OverUsed
Choice Band200
Swords Dance200

Evolutions

Strategies

Written by Sp0oN1oRd and arnimacarni

Choice Band

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

Choice Band Scizor is a strong anti-metagame revenge killer and offensive pivot. Brandishing its ever-infamous Technician-boosted Bullet Punch, it is able to check and OHKO relevant Fairy-type foes in Iron Valiant and Enamorus, as well as Kyurem after entry hazard damage, along with scaring off some speedier foes, such as Deoxys-S, Darkrai, and Dragapult. Scizor has, additionally, a superb matchup against the hyper offense leads Alolan Ninetales and Ribombee, disallowing the opponent from safely setting up Aurora Veil and Sticky Web. U-turn threatens other enemies such as Ting-Lu and Ogerpon-W but most importantly gives Scizor the ability to pivot out from and chip away at a predicted switch-in like Iron Moth or Raging Bolt, while granting momentum to the whole team. Knock Off neuters item-reliant foes such as Corviknight and Moltres, along with checking Gholdengo, Iron Crown, and Galarian Slowking. Last but not least, Close Combat is Scizor's greatest tool against Kingambit, Ting-Lu, and Tera Normal Gliscor, while Dual Wingbeat allows it to stay in against Zamazenta and Great Tusk. 136 EVs in Speed allow Scizor to outspeed maximum Speed Adamant Kingambit, and, after maximizing its Attack, the rest of its EVs are dumped into HP, allowing it to survive strong hits such as Great Tusk’s Headlong Rush and Zamazenta’s Close Combat. Tera Steel pushes Bullet Punch’s wallbreaking power to the point where it threatens to OHKO defensive staples like Hatterene and Primarina, as well as ensuring an OHKO on Darkrai after Stealth Rock along with a 2HKO on Tera Dark or Tera Ghost Kingambit. Tera Flying is mandatory when running Dual Wingbeat, providing Scizor with Ground and Spikes immunities while guaranteeing the OHKO on Great Tusk and Walking Wake, as well as 2HKOing key stall foes in Alomomola and Gliscor.

Scizor is a great fit on hyper offense and bulky offense teams as a great speed control and wallbreaking Pokemon. With its amazing complimentary dual typing and solid physical bulk, Choice Band Scizor fills roles such as acting as a Toxic absorber and answering Grass-, Dragon-, and Fairy-type threats such as Rillaboom, Kyurem, and Iron Valiant. It forms a great core with Primarina, with Scizor covering for Primarina's Grass and Poison weaknesses and Primarina tanking Fire-type hits from foes like Cinderace. Scizor is a fitting partner to Kingambit, as Scizor can cover its poor matchup against Iron Valiant and bring it safely into the field with U-turn. Scizor also synergizes with Ogerpon-W, as they form a strong pivoting and Knock Off core, with Ogerpon-W covering tough matchups for Scizor like Moltres and Alomomola, while Scizor in return handles Kyurem and Grass-type foes like Meowscarada and Rillaboom. Scizor greatly struggles against physically defensive walls such as Corviknight and Skarmory, which can easily shrug off Bullet Punch and keep themselves healthy with reliable recovery. Strong special attackers in Raging Bolt and Iron Moth can cover these matchups with super effective hits. Raging Bolt also covers Scizor's general ineffectiveness against Water-type foes like Dondozo and Alomomola. Zamazenta makes for a fitting teammate with amazing defenses that is able to switch into and withstand most attacks thrown at Scizor, and its Fighting-type STAB move alleviates Scizor's four-moveslot syndrome by allowing it to run Dual Wingbeat. On the other hand, non-Dual Wingbeat variants of Scizor can be easily stopped by opposing Zamazenta, so Deoxys-S and Hatterene as well as Ghost-types such as Dragapult and Pecharunt, which can ignore Body Press from Zamazenta and additionally spinblock for Scizor’s team, can be countermeasures. Dragonite is a surprisingly reliable check to Scizor, as Scizor lacks any tools to significantly damage it, so strong Ice-type moves from Kyurem and Darkrai should be considered for inclusion in Scizor's team. Majorly threatening to Scizor are Zapdos and especially Moltres, which can neuter it with Static and Flame Body, as all of Scizor's moves make contact; moreover, Moltres can remove it easily with Flamethrower. Garganacl makes for a great defensive check to both, and the aforementioned Kyurem and Raging Bolt are similarly fit to handle Zapdos and Moltres, respectively. More generally, Scizor is in dire need of entry hazard-setting partners, which synergize with Knock Off by setting up Stealth Rock to neutralize its counters such as Moltres and get foes in range of an OHKO from Bullet Punch. Scizor also appreciates hazard-removing partners, which can ensure the battlefield is clear for it to enter safely, as Choice Band Scizor without any form of recovery can be overwhelmed and chipped down easily over the course of a game. Great Tusk comprises both roles in one Pokemon, but alternatives such as Landorus-T and the aforementioned Garganacl as hazard setters and Cinderace as a hazard remover are also viable. Great Tusk and Landorus-T additionally cover Scizor's poor matchup against Raging Bolt and Iron Moth, which target Scizor's weaker Special Defense and resist Bullet Punch, by threatening them with Ground-type moves.

Swords Dance

Move 1
Move 2
  • Bullet Punch
    Usually goes first.
    TypeSteel
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
Move 3
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 4
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%

Scizor fills a unique role on fast-paced offensive teams with its combination of solid defensive typing, strong priority, Knock Off, and Swords Dance. STAB- and Technician-boosted Bullet Punch offers some of the most consistent revenge killing in the tier, especially against physically frail or Steel-weak sweepers like Iron Valiant and Kyurem. Swords Dance enables Scizor's other two main functions, allowing it to wallbreak early in the battle or clean a weakened team later on, with +2 Bullet Punch OHKOing many offensive Pokemon like Dragapult and Meowscarada. Close Combat is Scizor's strongest option against neutral targets, most notably Skarmory and Corviknight, which are always 2HKOed by +2 Close Combat after Stealth Rock damage. Unboosted Close Combat also OHKOes Kingambit and Hisuian Samurott, which resist both of Scizor's other attacking moves. Knock Off primarily allows Scizor to threaten Gholdengo, OHKOing offensive variants before a Swords Dance and OHKOing all Gholdengo lacking Colbur Berry at +2. The combination of Knock Off and Swords Dance also makes Scizor efficient at removing items from bulky defensive Pokemon like Dondozo and Alomomola because many of the tier's Knock Off absorbers like Clefable and Gliscor cannot sustain taking boosted attacks. The EVs aim to maximize Scizor's damage output while outspeeding Adamant Kingambit, Ursaluna, and most defensive variants of Heatran. Tera Steel aids in revenge killing and cleaning, allowing Life Orb Scizor's Bullet Punch to OHKO Pokemon like Kyurem unboosted and most Iron Moth at +2 after Stealth Rock. Tera Fire inverts Scizor's one weakness and providing Scizor with a burn immunity, flipping the matchup against Pokemon like Moltres, Cinderace, Dragapult, and Darkrai. Tera Fighting gives Scizor much higher immediate damage, notably OHKOing Ogerpon-W unboosted and having a chance to OHKO Alomomola at +2 with Close Combat.

Scizor fits best on hyper offense structures. It both benefits greatly from entry hazards and improves their efficacy with its powerful Knock Off, so it should generally be on teams with a hazard-setting lead like Glimmora, Landorus-T, Deoxys-S, or even Ribombee for Sticky Web's speed control. It makes a good offensive pairing with anything that forces in Fairy-types like Hisuian Samurott and Zamazenta, as Scizor can then use the Fairy-type as a setup opportunity. Kingambit is one of Scizor's best partners for a myriad of reasons; the dual-priority combination of Bullet Punch and Sucker Punch greatly threatens opposing offense, while Scizor's boosted Knock Off and Kingambit's Supreme Overlord-boosted attacks can overwhelm defensive teams. Scizor is a deterrent to Encore Iron Valiant, a common roadblock for Kingambit, while Kingambit can force in and chip Great Tusk and Zamazenta for Scizor to clean up late-game. Kingambit's ability to force in Zamazenta early also makes Zamazenta waste Dauntless Shield. Scizor struggles most against bulky Pokemon that can take Bullet Punches and deal heavy damage in return. Some common examples are Iron Moth and Raging Bolt, which can also outspeed Scizor. The best teammates to help against these Pokemon are choices like Dragonite and Great Tusk that can immediately threaten Scizor's answers and potentially switch in on a good prediction or come in after Scizor is sacrificed to keep up the offensive pressure. Alomomola and Dondozo are very hard for Scizor to wear down without heavy entry hazard support, so Ogerpon-W is a great teammate, as it can come in on and threaten both while benefitting from the Knock Off support that Scizor provides. Zamazenta is similarly hard to wear down for Scizor and can use it as a setup opportunity, so choices like Encore Iron Valiant and Gholdengo can help to alleviate that issue.

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
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
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
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
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
15
-1 evasion; ends user and target hazards/terrain.
 
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
Accuracy
100%
PP
10
More power the more HP the target has left.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
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
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
80
Accuracy
100%
PP
15
100% chance to lower the target's Attack by 1.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
50
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
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
5
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
90%
PP
10
100% chance to lower target's Sp. Atk by 1.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
140
Accuracy
95%
PP
5
User loses 50% max HP.
 
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
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
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
60
Accuracy
100%
PP
35
No additional effect.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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