Scizor

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Scizor

QC: 3/3 (HeaLnDeaL, Animus Majulous, HeaLnDeaL) Finished by GatoDelFuego

[OVERVIEW]

Scizor is a powerful and versatile Pokemon, and has an excellent Mega Evolution that increases its power further. Access to a wide movepool that includes a number of offensive and support options allows Scizor the ability to perform a variety of roles to a high standard, from defensive pivot to late-game sweeper. Technician turns Scizor's STAB priority move, Bullet Punch, into a force to be reckoned with, while STAB U-turn gives Scizor the ability to be a great pivot. With reliable recovery in Roost as well as access to boosting moves such as Swords Dance and support options such as Defog and Baton Pass, Scizor has the capability to excel both offensively and defensively.

In addition, Scizor has an excellent base 130 Attack, which allows it to hit very hard, and a great defensive typing in Bug / Steel, giving it eight resistances and one immunity. Scizor's Bullet Punch makes it a useful check to the Fairy-types that are prominent in CAP, while Scizor's Steel typing gives it good team synergy with many CAP Pokemon that are weak to Fairy-type attacks.

However, Scizor's poor base 65 Speed, boosted to a still mediocre 75 after Mega Evolution, means that it is outsped by many Pokemon that can wear it down, although this is somewhat mitigated by Scizor's powerful priority. This poor Speed is further compounded by a quadruple weakness to Fire, which means that Scizor can be KOed by most Fire-type attacks, limiting its defensive strength.

[SET]
name: Defensive Pivot
move 1: U-turn
move 2: Bullet Punch
move 3: Roost
move 4: Defog / Knock Off
item: Scizorite / Leftovers
ability: Light Metal / Technician
nature: Impish
evs: 248 HP / 8 Atk / 252 Def

[SET COMMENTS]
Moves
========
U-turn might miss out on the Technician boost, but it still gets STAB and gives Scizor's teammates massive momentum. Bullet Punch is a STAB priority move, allowing Scizor to revenge kill and check Fairy-types. Roost gives Scizor a form of reliable recovery, while Defog guarantees that entry hazards are cleared off the field. Alternatively, if the team already has hazard control, Knock Off can be used to annoy opposing Pokemon by disposing of their items.

Set Details
========
This Scizor acts as a defensive pivot for the team, absorbing damage, most notably from Colossoil, and U-turning away to gain momentum. Scizor definitely prefers Scizorite for the important stat boosts and Knock Off immunity Mega Scizor gets, but Leftovers is an alternative for passive recovery if you already have a Mega Evolution. Note that Light Metal means Scizor takes less damage from Grass Knot and Low Kick before Mega Evolution, but sets without Scizorite should always use Technician.

Maximum Defense investment means that Mega Scizor can easily absorb Colossoil's Knock Off and recover all the HP lost from Earthquake with Roost. However, a specially defensive set with 252 Special Defense EVs and a Careful nature can be used if the team requires a specially defensive pivot; the spread also allows Mega Scizor to survive fully invested Choice Specs Gothitelle's Hidden Power Fire, although it has a 50% chance to OHKO if Stealth Rock is up. Lastly, 100 Speed EVs allow Mega Scizor to outspeed wall trapper Gothitelle, as well as uninvested base 86 Speed Pokemon, although this isn't recommended due to the loss in bulk.

Usage Tips
========
Be prudent with Scizor—don't switch it into any special attacks or Fire-type moves—and remember that Scizor is not invincible and can still take a lot of damage from powerful attackers. For example, Colossoil's Earthquake has a 99.3% chance to 3HKO Mega Scizor after Stealth Rock. Make sure Scizor's HP doesn't get too low, because losing a pivot can be disastrous for many teams. On the other hand, Scizor's job is to absorb damage and Knock Offs and pivot with U-turn for the team, so don't be too afraid to send it in to absorb physical attackers, most notably Colossoil. Try to not Defog if the opponent has a Bisharp, because Bisharp gains a +2 Attack boost if it switches into Defog. Avoid burns, which take away from Scizor's bulk and longevity, as well as crippling its already uninvested Attack, but note that Scizor should still use U-turn even when burned for the momentum it gives.

Team Options
========
Scizor can be a very reliable entry hazard control Pokemon in VoltTurn cores, performing as a great physical wall, pivot, and check to Fairy-types. Therefore, common Pokemon with access to Volt Switch or U-turn, such as Rotom-W, Colossoil, Talonflame, and Volkraken, are great partners; excluding Colossoil, they also resist Scizor's horrible Fire weakness. Mega Beedrill and Syclant also have access to U-turn and appreciate the physical bulk that Scizor brings.

Having said that, Scizor is a great defensive pivot even without VoltTurn shenanigans, so any team that appreciates an answer to powerful physical attackers won't mind Scizor as a teammate, and Scizor is not too hard to accommodate for. Pokemon that resist Fire or have the ability Flash Fire, most notably Heatran, are great partners for Scizor, which needs a teammate that can switch into Fire-type attacks. Assault Vest Colossoil is also an option, as it can take the more common special Fire-type attacks and hit their users back with Earthquake. Colossoil also has the advantage of having access to Guts and Rebound, so it can absorb or bounce back Will-O-Wisp for Scizor and switch into the common Lava Plume from Pokemon such as Mollux and Heatran.

[SET]
name: Choice Band
move 1: Bullet Punch
move 2: U-turn
move 3: Knock Off / Pursuit / Acrobatics
move 4: Superpower
item: Choice Band
ability: Technician
nature: Adamant
evs: 248 HP / 252 Atk / 8 SpD

[SET COMMENTS]
Moves
========
Bullet Punch is Scizor's Steel-type STAB move and gets priority. Choice Band Scizor has the strongest U-turn in the CAP metagame, giving Scizor a powerful Bug-type STAB move that hits extremely hard and provides momentum for its teammates. Knock Off and Pursuit are both options for Dark-type coverage; Knock Off punishes switch-ins while Pursuit deters Pokemon such as Gothitelle, Aurumoth, and Necturna from switching and can remove them from play. Acrobatics provides Flying-type coverage, hitting common Fighting- and Grass- types such as Tomohawk, Revenankh, and Pyroak, and is able to secure many of the same KOs Aerial Ace does with the added benefit of more power should Scizor lose its Choice Band. Superpower gives an answer to common Steel-type switch-ins such as Heatran and Ferrothorn and is also Scizor's strongest move for Rotom-W and Volkraken. Bug Bite is also an option in the last slot; it doesn't force Scizor out, but it comes at the cost of losing a lot of coverage

Set Details
========
This set takes advantage of Scizor's impressive base 130 Attack and wide movepool to deal with a whole host of Pokemon. 248 HP EVs give Scizor as much bulk as possible while minimizing damage from Stealth Rock. Maximum investment in Attack and an Adamant nature mean Scizor hits very hard, and the remaining 8 EVs are thrown into Special Defense, the weaker of Scizor's defenses. Choice Band is by far the best item for this set, as it gives Scizor the strongest power boost and Scizor doesn't usually need to change moves anyway.

Usage Tips
========
Scizor's great defensive typing and good bulk mean it can find many opportunities to switch in. However, Choice Band Scizor lacks any recovery and can be worn down easily, especially if entry hazards are on the field, so be sure to conserve Scizor's HP when necessary.

Scizor can get easily walled by strong physically defensive walls such as Cyclohm, Tomohawk, and Skarmory, so predicting these switch-ins and U-turning out can let Scizor provide momentum for its teammates. Note that Scizor can get paralyzed by Cyclohm's Static or hit by Rocky Helmet in the process, though. Early- and mid-game, Scizor will mostly only use U-turn to provide momentum, unless it needs to revenge kill with Bullet Punch or predict a switch and attack with its coverage moves. Later on in the match, Scizor can take advantage of its powerful Bullet Punch to clean up weakened teams.

Switching in Scizor against Pokemon that are weak to Bug-type moves, such as Malaconda, Colossoil, and Aurumoth without Overheat, is a win-win situation, as Scizor will KO the Pokemon if it stays in and give momentum if it switches out. Be careful to not switch it into Fire-types and Pokemon that commonly have Fire-type coverage, as Scizor is KOed by even weaker Fire-type moves.

Team Options
========
Gothitelle is a good partner, as Scizor can lure in physical walls such as Cyclohm and Tomohawk and then use U-turn to bring Gothitelle in safely to trap and remove them, although you should note that Tomohawk sometimes runs Baton Pass or Shed Shell. Similarly, Magnezone can trap and remove Steel-types such as Ferrothorn and Skarmory for Scizor. Powerful special attackers such as Mollux and Choice Specs Sylveon can deal with the physical walls that wall Scizor. Pokemon with Rapid Spin, such as Colossoil and Tomohawk, or Defog users such as Latias, are ideal partners for Scizor, as they can remove the entry hazards that wear it down.

Pokemon with Volt Switch or U-turn, such as Rotom-W, Colossoil, Landorus-T, Kitsunoh, and Talonflame, can all form a strong VoltTurn core with Scizor. If this is the case, a late-game cleaner such as Choice Band Talonflame or Mega Sharpedo is useful for sweeping teams that have been weakened by the VoltTurn core.

Entry hazard users such as Heatran or Tomohawk are also good teammates, as entry hazards weaken many Scizor checks, such as Talonflame and Mollux, and can rack up damage through Scizor's ability to force switches. Lastly, clerics such as Sylveon, Clefairy, and Chansey can pass Wishes to Scizor to sustain its health and heal off any status ailments that it might pick up.

[SET]
name: Bulky Swords Dance
move 1: Swords Dance
move 2: Bullet Punch
move 3: Roost
move 4: Knock Off / Bug Bite
item: Scizorite / Leftovers
ability: Light Metal / Technician
nature: Impish
evs: 248 HP / 84 Atk / 176 SpD

Moves
========
Swords Dance doubles Scizor's already impressive Attack, enabling it to sweep weakened teams. Bullet Punch is a priority move boosted by STAB and Technician, while Roost lets Scizor set up on any Pokemon that doesn't 2HKO it, such as Colossoil or Krilowatt. Knock Off is Scizor's best coverage move, having utility in removing items and allowing Scizor to hit Ghost-types such as Kitsunoh and Necturna. Remember that its Base Power is halved if there is no item to Knock Off. On the other hand, Bug Bite is Scizor's strongest and most consistent physical attack and allows it to hit Pokemon such as Mega Gardevoir and Colossoil without switching out. Superpower is also an alternative to hit Steel-types such as Heatran super effectively, but the defense drops it brings hinder Scizor's sweeping ability.

Set Details
========
176 Special Defense EVs let Mega Scizor avoid getting 2HKOed by Mega Gardevoir's Focus Blast and set up on Mega Diancie variants lacking Hidden Power Fire. An Impish nature allows Mega Scizor to avoid the 2HKO from maximum Attack Adamant Landorus-T, Colossoil, and +1 Mega Altaria. 248 HP EVs are used to minimize damage from Stealth Rock while maximizing Scizor's bulk, and the remaining EVs are put into Attack to give Scizor more power. The EV spread is designed for Mega Scizor, but Scizor can use other items if you already have a Mega Pokemon. Leftovers can be used for passive recovery, while Lum Berry can heal status once and lets Scizor bluff a Mega Scizor set. Note that Light Metal means Scizor takes less damage from Low Kick and Grass Knot before Mega Evolution, but sets without Scizorite should always use Technician. Technician can also be used on a set with Scizorite to bluff a normal Scizor.

An alternative Swords Dance spread of 252 Atk / 4 SpD / 252 Spe with an Adamant nature and either Scizorite or Life Orb can be run to outspeed Pokemon such as Heatran and Rotom-W. This set should forgo Roost for an additional coverage move, a choice between Superpower, U-turn, Bug Bite, and Aerial Ace, but Knock Off is still mandatory coverage. The lack of a recovery option means that Scizor has to be handled more carefully; it can only set up against Pokemon that can't damage it much and only after its counters have been weakened or removed.

Usage Tips
========
Scizor's impressive bulk, especially after Mega Evolution, and great defensive typing mean that it can set up on a multitude of Pokemon. However, like most sweepers, it should only set up when its counters are gone or weakened enough to be KOed by a +2 attack. In this regard, watching out for Fire-type coverage is essential, as Scizor will often get OHKOed even by weaker Fire-type attacks such as Hidden Power Fire. Making sure Pokemon which commonly run Hidden Power Fire or any other Fire-type coverage move, as well as Fire-type Pokemon, are gone before you sweep is a necessity.

Pokemon that have good Defense or resist Scizor's STAB moves and can tank a Knock Off, such as Cyclohm, Tomohawk, Zapdos, Skarmory, and Heatran, can stop Scizor's sweep. It is important to remove these kinds of Pokemon from the battle in order to allow Scizor to sweep unhindered.

Will-O-Wisp and, to a lesser extent, Thunder Wave users can cripple Scizor and prevent it from sweeping. Note that Static users such as Cyclohm and Zapdos and Flame Body users such as Volcarona can also do this by means of their ability.

Team Options
========
Magnezone traps and KOes the Steel-types that annoy Scizor (with the exception of Heatran), and Gothitelle can trap and KO physical walls that stop Scizor from sweeping, such as Tomohawk and Cyclohm. Powerful special attackers such as Mollux and Choice Specs Sylveon can also deal with the physical walls that trouble Scizor, while Scizor can offer an answer to some of their counters in return.

Pokemon that resist or can tank Fire-type attacks, such as Cyclohm, Heatran, and Rotom-W, are great partners for Scizor, as they provide a reliable switch-in for Scizor's counters, while Scizor's bulk and good defensive typing often cover their weaknesses in return. Heatran is a particularly good partner, as it absorbs Fire-type attacks and Will-O-Wisp with Flash Fire. Heatran also has Fire-type STAB moves for the Steel-types that resist Scizor's STAB moves, and Earth Power for the Fire-types that destroy Scizor.

Magic Bounce users and Rebound Colossoil can bounce back the status moves that threaten to cripple Scizor, while Guts and Magic Guard users can absorb status. Heal Bell users can heal Scizor from burns or paralysis.

[STRATEGY COMMENTS]
Other Options
=============
Scizor has access to Baton Pass, along with a host of boosting moves including Iron Defense, Agility, and Swords Dance. Scizor also has access to a variety of support moves that are viable but inferior to the moves on the listed sets, such as Substitute, Tailwind, Sandstorm, Rain Dance, and Light Screen. Thief gets the Technician boost but is inferior to Knock Off. Feint can be used to bypass Protect and Detect, and Counter can be used to return the damage taken from physical attacks.

Checks & Counters
===================
**Physical Walls**: Physically defensive walls such as Tomohawk, Ferrothorn, Cyclohm, and Skarmory can stop Scizor from sweeping and force it out. However, Scizor can deal decent amounts of damage to some of these walls; for example, Tomohawk doesn't appreciate Aerial Ace or Acrobatics, Ferrothorn is checked by Superpower, and Cyclohm is hit fairly hard by Bug Bite. Additionally, Scizor can usually lure these Pokemon and U-turn away, although Ferrothorn's Iron Barbs and Cyclohm's Static can damage or paralyze Scizor, and many of these Pokemon often carry a Rocky Helmet, which can punish Scizor's U-turn.

**Status**: Burns, sleep, and paralysis, in order of descending effectiveness, will cripple any Scizor set. Burn and, to a lesser extent, paralysis cripple the Swords Dance set especially by halving its Attack and Speed, respectively.

**Fire-types**: Scizor's 4x weakness to Fire leaves it at the mercy of even the weaker Fire-type attacks, meaning that Pokemon that run Fire-type coverage moves, such as Mega Manectric, Zapdos, and Latios, can inflict massive amounts of damage onto Scizor. Fire-type Pokemon can easily switch in on Scizor and KO it with their Fire-type STAB moves. For example, Heatran can check Scizor sets without Superpower.

**Keldeo and Arghonaut**: Keldeo and Arghonaut resist both of Scizor's STAB types and can counter any Scizor set without Aerial Ace or Acrobatics. Keldeo's STAB Hydro Pump hits even bulky Mega Scizor variants hard, while Scald has a chance of crippling Scizor with a burn. Thanks to Unaware, Arghonaut ignores any Swords Dance boosts Scizor might have, and physically defensive Arghonaut sets can take any hit, except Flying-type coverage moves, heal the damage off with Recover, and chip Scizor down with their STAB moves or even set up with Bulk Up.
 
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Phew, this is hard work - there are more sets here than on Necturna. These are from the OU analysis (apart from Defog) but I'll probably end up merging the 2 SD sets, is that a good idea? OK, nvm, I have a lot of work to do.
Do BP and Roost + 3 attacks deserve its own set? They are certainly viable enough, but I've never seen a BP or Roost +3 attacks Scizor in CAP. Also, I hope I haven't gone over the limit of sets, because I suspect I may have.
Also, I'm going to end up saying the "Light Metal for pre-evo, Tech for normals" thing a lot of times, should I avoid this?
 
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I know its a WIP, but still, I am deeply saddened that you did not mention aerial ace. Aerial Ace is an awesome move to slash on one of the Swords Dance Sets and provides great coverage against pokemon such as Tomohawk(which is always nice - Always does around 40-78 depending on bulk and min-max) and Revenankh. At 252HP, scizor-mega can still reliably switch into colo and roost away/set up + kill. Rajeshzor is powerful
Also, nobody I know of has used to Scizor BP(baton pass, right?) in CAP, and Smogon's OU sets are definitely not always the best.
Also, Roost on a set with a choice band seems very interesting.(The last set) For the Swords Dance Sets, you can kind of merge them and add an alternate EV spread below the main one, though i don't see many Reg scizor swords dance sets in CAP, if any. I also don't see a situation where light metal is better than technician, at least in CAP.
I'm sorry I just through a lot of info out there, but I'm happy to actually participate, lol. I think I left a few things out too, but I'll save that for later when its not 12:40 AM and I'm tired.
 
Light Metal is preferred as the ability for the Mega Evo base form as it takes less damage from Low Kick, and unless you're gonna pull some double mega bluff shenanigans, you're gonna mega evo before you do any attacking. Aerial Ace is great on Mega Scizor, nailing Tomohawk, Keldeo, Mega Lopunny, Arghonaught, Revenankh, and just fighting types in general hard. You'll really have to emphasize how much the team composition affects what you want to cover with the coverage move. Also, Acrobatics should be used as flying coverage for regular Scizor as you don't miss any noticeable KOs and you hit appreciate the 20+ bp after a Knock Off. You've seen the calcs, we talked about it in the chat. Also, regular SD is viable, just slash Scizorite and Lefties on the SD sets and maybe another set of evs tailored for it. Keep the bulky and the offensive sets separate, they play differently enough and the merged set would look cluttered af.
 
I know its a WIP, but still, I am deeply saddened that you did not mention aerial ace. Aerial Ace is an awesome move to slash on one of the Swords Dance Sets and provides great coverage against pokemon such as Tomohawk(which is always nice - Always does around 40-78 depending on bulk and min-max) and Revenankh. At 252HP, scizor-mega can still reliably switch into colo and roost away/set up + kill. Rajeshzor is powerful
Also, nobody I know of has used to Scizor BP(baton pass, right?) in CAP, and Smogon's OU sets are definitely not always the best.
Also, Roost on a set with a choice band seems very interesting.(The last set) For the Swords Dance Sets, you can kind of merge them and add an alternate EV spread below the main one, though i don't see many Reg scizor swords dance sets in CAP, if any. I also don't see a situation where light metal is better than technician, at least in CAP.
I'm sorry I just through a lot of info out there, but I'm happy to actually participate, lol. I think I left a few things out too, but I'll save that for later when its not 12:40 AM and I'm tired.

I will add Acrobatics/Aerial Ace. I have fixed the Band Roost mistake. I think I'll probably not merge the 2 SD sets bc they work differently and so need seperate analysises. In regards to Rajeshzor and Smogon EVs/EVs in general, I copied and pasted them as a starting point, but I'm still thinking about what would be best.

You'll really have to emphasize how much the team composition affects what you want to cover with the coverage move. Also, Acrobatics should be used as flying coverage for regular Scizor as you don't miss any noticeable KOs and you hit appreciate the 20+ bp after a Knock Off. You've seen the calcs, we talked about it in the chat. Also, regular SD is viable, just slash Scizorite and Lefties on the SD sets and maybe another set of evs tailored for it. Keep the bulky and the offensive sets separate, they play differently enough and the merged set would look cluttered af.

I've got nothing other than "k" to say to this.
 
"Has gotten better since ORAS" needs to be removed from the Overview since you're not really suppose to make references to cross-generational/cross-meta shifts.

Beyond that, the number of sets is just too high. I'm inclined to think that Baton Pass is OO, mostly because other things can use it better. Roost + 3 attacks doesn't seems super important either, and you could probably ditch it. Really, all I think it needs is the Defensive Pivot set (which probably doesn't need to the labeled with the /Defogger since Defog is a slashed move itself), the Choice Band set, and then one swords dance set. If there's prominent CAP threats that a balanced swords dance set can take out, then combing the EVs could be plausible, but this would definitely involve going through and making a ton of calcs.

Overall this is an ambitious WIP but it would be so much more focused with only 3 or 4 sets.
 
Sounds good to me, HeaL. I'll go ahead and implement the changes as soon as I can.
I'm not sure I'll be combining the 2 SD sets, but apart from that I agree with everything you said.
 
Can't talk much about the Mega sets, since I have not used the much, but on the CB set, Pursuit should definitely be slashed with Knock Off and not Superpower. Pursuit and Knock Off cover a lot of the same things. They are just different in that one punishes switch ins, while the other can remove prevent something from fleeing and remove it from play. In addition, carrying them both means you don't have Superpower which is practically mandatory for a CB set (in fact, I might suggest removing the Bug Bite slash because it is such an inferior option most of the time). The ability to OHKO incoming Heatran is absolutely huge, and it is the strongest move you have for hitting incoming mons like Rotom-W or Volkraken (without needing to kill your coverage with Bug Bite).
 
thx everybody. All changes suggested implemented now that jas has made me get off my lazy ass, except that I have no idea what to put Aerial Ace on the Offensive SD set so I just slashed it in with the rest and I put Acrobatics slashed with Knock Off / Pursuit on the CB set, but I'm not happy with that.
 
Uh... what is the point of Acrobatics? In case your item gets knocked off? Unless you are planning for that, Aerial Ace is just better
 
cbrevan and I talked about this and ran some calcs, and basically, Mega Beedrill doesn't really lose any KOs by swapping Aerial Ace for Acrobatics, while it gains a lot if the Choice Band is Knocked Off, so it seems like Acrobatics is better.
 
First and foremost, I'm assuming that the acrobatics debate is ONLY considering non-mega Scizor.

Essentially, from what I understand, Khosro is saying that Acrobatics is so close to having the same BP as Aerial Ace with the added benefit of raising in BP if Scizor's item gets knocked off. This actually sounds plausible, but personally I'd like to see some relevant calcs posted here in this thread regarding this. HeaL really likes seeing calcs.
 
You want calcs? Well, I got calcs.
Vs. Necturna
252+ Atk Choice Band Technician Scizor Acrobatics (55 BP) vs. 88 HP / 0 Def Necturna: 294-348 (101 - 119.5%) -- guaranteed OHKO (Standard Set Up)
252+ Atk Technician Scizor Aerial Ace vs. 88 HP / 0 Def Necturna: 216-256 (74.2 - 87.9%) -- guaranteed 2HKO
252+ Atk Scizor Acrobatics (110 BP) vs. 88 HP / 0 Def Necturna: 264-312 (90.7 - 107.2%) -- 43.8% chance to OHKO
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 252 HP / 252+ Def Necturna: 234-276 (70.4 - 83.1%) -- guaranteed 2HKO
252+ Atk Choice Band Technician Scizor Acrobatics (55 BP) vs. 252 HP / 252+ Def Necturna: 214-252 (64.4 - 75.9%) -- guaranteed 2HKO
252+ Atk Technician Scizor Aerial Ace vs. 252 HP / 252+ Def Necturna: 156-184 (46.9 - 55.4%) -- 71.9% chance to 2HKO
252+ Atk Technician Scizor Aerial Ace vs. 252 HP / 252+ Def Necturna: 156-184 (46.9 - 55.4%) -- 71.9% chance to 2HKO

Vs. God (it'll always win w/ reflect, so lets assume its something other then that)
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 252 HP / 252+ Def Tomohawk: 250-296 (60.3 - 71.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Technician Scizor Acrobatics (55 BP) vs. 252 HP / 252+ Def Tomohawk: 228-270 (55 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Technician Scizor Aerial Ace vs. 252 HP / 252+ Def Tomohawk: 168-198 (40.5 - 47.8%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Scizor Acrobatics (110 BP) vs. 252 HP / 252+ Def Tomohawk: 204-240 (49.2 - 57.9%) -- 59% chance to 2HKO after Leftovers recovery

Vs. Keldeo
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 0 HP / 0 Def Keldeo: 352-416 (108.9 - 128.7%) -- guaranteed OHKO
252+ Atk Choice Band Technician Scizor Acrobatics (55 BP) vs. 0 HP / 0 Def Keldeo: 322-380 (99.6 - 117.6%) -- 93.8% chance to OHKO
252+ Atk Technician Scizor Aerial Ace vs. 0 HP / 0 Def Keldeo: 236-278 (73 - 86%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Scizor Acrobatics (110 BP) vs. 0 HP / 0 Def Keldeo: 288-340 (89.1 - 105.2%) -- 31.3% chance to OHKO

Vs. Mega Venu
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 252 HP / 252+ Def Mega Venusaur: 202-238 (55.4 - 65.3%) -- guaranteed 2HKO
252+ Atk Choice Band Technician Scizor Acrobatics (55 BP) vs. 252 HP / 252+ Def Mega Venusaur: 184-218 (50.5 - 59.8%) -- guaranteed 2HKO
252+ Atk Technician Scizor Aerial Ace vs. 252 HP / 252+ Def Mega Venusaur: 136-160 (37.3 - 43.9%) -- guaranteed 3HKO
252+ Atk Scizor Acrobatics (110 BP) vs. 252 HP / 252+ Def Mega Venusaur: 166-196 (45.6 - 53.8%) -- 46.9% chance to 2HKO

Vs. Arghonaut
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 252 HP / 252+ Def Arghonaut: 240-284 (57.9 - 68.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Technician Scizor Acrobatics (55 BP) vs. 252 HP / 252+ Def Arghonaut: 220-260 (53.1 - 62.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Technician Scizor Aerial Ace vs. 252 HP / 252+ Def Arghonaut: 160-190 (38.6 - 45.8%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Scizor Acrobatics (110 BP) vs. 252 HP / 252+ Def Arghonaut: 196-232 (47.3 - 56%) -- 23.4% chance to 2HKO after Leftovers recovery

Vs. Revenankh
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 252 HP / 0 Def Revenankh: 352-416 (91.6 - 108.3%) -- 50% chance to OHKO
252+ Atk Choice Band Technician Scizor Acrobatics (55 BP) vs. 252 HP / 0 Def Revenankh: 322-380 (83.8 - 98.9%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Technician Scizor Aerial Ace vs. 252 HP / 0 Def Revenankh: 236-278 (61.4 - 72.3%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Scizor Acrobatics (110 BP) vs. 252 HP / 0 Def Revenankh: 288-340 (75 - 88.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Scizor Acrobatics (110 BP) vs. 252 HP / 252+ Def Revenankh: 204-240 (53.1 - 62.5%) -- guaranteed 2HKO after Leftovers recovery

Vs. Mega Lopunny
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 0 HP / 4 Def Mega Lopunny: 340-400 (125.4 - 147.6%) -- guaranteed OHKO
252+ Atk Choice Band Technician Scizor Acrobatics (55 BP) vs. 0 HP / 4 Def Mega Lopunny: 308-364 (113.6 - 134.3%) -- guaranteed OHKO
252+ Atk Technician Scizor Aerial Ace vs. 0 HP / 4 Def Mega Lopunny: 226-268 (83.3 - 98.8%) -- guaranteed 2HKO
252+ Atk Scizor Acrobatics (110 BP) vs. 0 HP / 4 Def Mega Lopunny: 276-326 (101.8 - 120.2%) -- guaranteed OHKO

Vs. Aurumoth
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 24 HP / 0 Def Aurumoth: 326-384 (88.8 - 104.6%) -- 31.3% chance to OHKO
252+ Atk Choice Band Technician Scizor Acrobatics (55 BP) vs. 24 HP / 0 Def Aurumoth: 296-350 (80.6 - 95.3%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Technician Scizor Aerial Ace vs. 24 HP / 0 Def Aurumoth: 218-258 (59.4 - 70.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Scizor Acrobatics (110 BP) vs. 24 HP / 0 Def Aurumoth: 266-314 (72.4 - 85.5%) -- guaranteed 2HKO after Leftovers recovery

Vs. Pyroak (holy shit its bulky)
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 248 HP / 252+ Def Pyroak: 226-266 (51 - 60%) -- 88.3% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Technician Scizor Acrobatics (55 BP) vs. 248 HP / 252+ Def Pyroak: 206-244 (46.5 - 55%) -- 12.5% chance to 2HKO after Leftovers recovery
252+ Atk Technician Scizor Aerial Ace vs. 248 HP / 252+ Def Pyroak: 150-178 (33.8 - 40.1%) -- 35.1% chance to 3HKO after Leftovers recovery
252+ Atk Scizor Acrobatics (110 BP) vs. 248 HP / 252+ Def Pyroak: 184-218 (41.5 - 49.2%) -- guaranteed 3HKO after Leftovers recovery

Vs. Mega Gallade
252+ Atk Choice Band Technician Scizor Aerial Ace vs. 0 HP / 0 Def Mega Gallade: 338-398 (122 - 143.6%) -- guaranteed OHKO
252+ Atk Choice Band Technician Scizor Acrobatics (55 BP) vs. 0 HP / 0 Def Mega Gallade: 308-364 (111.1 - 131.4%) -- guaranteed OHKO
252+ Atk Technician Scizor Aerial Ace vs. 0 HP / 0 Def Mega Gallade: 226-266 (81.5 - 96%) -- guaranteed 2HKO
252+ Atk Scizor Acrobatics (110 BP) vs. 0 HP / 0 Def Mega Gallade: 276-326 (99.6 - 117.6%) -- 93.8% chance to OHKO
Blue = Aerial Ace is better in this instance. Red = Acrobatics is better in this instance.You basically trade 8 BP w/ CB for a potential 20 more BP if its knocked off. As you can see, Acrobatics is able to secure many of the same OHKO's or 2HKO's Aerial Ace is in, and is able to maintain them after a Knock Off. In the few instances where Aerial Ace is preferable to bump a secure a OHKO or 2HKO, a single round of Stealth Rock damage is usually needed to secure them with Acrobatics after a knock off.

Flying coverage itself on Scizor is really only useful for getting solid hits on Fighting types and some Grass types, notably Tomohawk, Keldeo, Arghonaut, and Pyroak. Its a little niche, but it is a fine fourth move if you want to lure any of them in for massive damage. Its mainly for punishing Pyroak and Tomohawk switch ins.
 
Firstly, your assumption was correct HeaL and secondly there are your calcs, conveniently provided for me so I could spam Mega Bee calcs instead lol
 
Pizza said:
Blue = Aerial Ace is better in this instance. Red = Acrobatics is better in this instance.

I'm pretty sure you have this mixed up, as the Blue calcs show Acrobatics being better, and the Red calcs show Aerial Ace being better. Anyway, 9 times acrobatics is better, and 4 times aerial ace is better... However, this is of course only assuming that you get your item knocked off, which is far from guaranteed. At this point, I'm inclined to say that both Aerial Ace and Acrobatics should be slashed. Acro can be slashed before Aerial, I suppose. Both moves basically do the same thing...
 
All the sets look good, slashes look fine on everything but the CB set.

Instead of slashing two moves that do almost the exact same thing on the CB set, you could just slash one and mention the other in the Sets Details. You'd just have to explain the differences between the two, and that they are nearly interchangeable. I don't really see any good reason to clutter up the slashes when they are both so similar in use. Except for a very specific situation, which is Knock Off, they score almost identical KO's.
 
Sorted out the CB set's slashes and added the merged SD set with everything done.
Will do CB set soon and then C&C and then it'll be ready for QC.
 
bulky swords dance set details said:
176 EVs in Special Defence give Mega Scizor the ability to avoid getting 2KOed by Mega Gardevoir's Focus Blast and to be able to set up on Mega Diancies not running HP Fire, while a Impish nature allows to avoid the 2KO from max Attack Adamant Landorus-I, Colossoil and +1 Mega Altaria. 248 HP EVs is to minimize damage from Stealth Rock while maximizing Scizor's bulk, and the rest is put into Attack to give Scizor more power.

Did you really mean Lando-I here, or did you mean T?

Beyond this, your analyses is looking good. However, I'd like to see the checks and counters be less nebulous.
 
Your Checks and Counters are nebulous because you don't really explain much. Its a lot more helpful if you can actually name more of the mons rather than just saying "Fire Type coveragre wrecks it". Mentioning stuff like Mega Manectric and Zapdos would help, and you could even mention stuff like Latios. There should also be a mention of Keldeo and Arghonaut, as they can beat any non Flying coverage set. Also, stuff like Heatran and Ferrothorn can check the Superpowerless sets, and should be mentioned. Ferrothorn could fit under Physical walls, and Heatran is a solid mention under Fire Types.

This is very well written btw.
 
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Thanks.

I added some detail to the C&C to explain stuff, and added all of the things you suggested. I left Status how it is because I feel its pretty self-explanatory.
 
Just going through this with a fine tooth comb, as anything less fine wouldn't work because this is a very well written. With that said, expect very nick picky stuff.

First off, you mention Bullet Punch allowing Mega Scizor, who has no speed investment, the ability to avoid Sucker Punches, whilst in reality it will be nailed by them every time as its slower then everything that will use it. If you want to say something avoid Sucker Punches, talk about Roost. Also, Bullet Punch would still let it check fairies that do have Fire coverage, as all the ones that do (Specs Sylveon, Mega Diancie, Togekiss) still take a ton of damage in Bullet Punch. It just not a counter to them.

This is a very solid write up, you have good sets, great explanations, and just a whole bunch of relevant data. I highly suggest you start bugging QC for checks sometime soon.
 
I agree with cbrevan's Bullet Punch / Roost comment. Also, under status I would assume sleep is a better status to use against Scizor than paralysis. Assuming you change these, consider this QC 1/3.
 
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