★ Meowscarada Builds and Guide
┗ Get UNITE License for FREE: Flower Petal Challenge
┗ Obtain Limited License: Winter Twitch Drop Fest
★ Upcoming Pokemon: Metagross (12/26)
★ Seasons: Battle Pass S20 | Ranked S16
★ Join Game8's Pokemon Discord Server!
The best guide on how to play Scizor & Scyther in Pokemon UNITE for Nintendo Switch and Mobile. Check here for the Scizor and Scyther best builds, Held and Battle items, movesets, as well as the latest nerfs, buffs, counters, matchups, and more!
Scizor Pokemon Pages | |
---|---|
![]() |
![]() |
List of Contents
Scizor Move Changes (May 11) | |||
---|---|---|---|
![]() Standard Attack |
• Boosted Attack: Defense increase effect increased from 25% to 40% in the early game, and 75% to 120% in the late game. | ||
![]() Bullet Punch |
• Cooldown reduced from 6s to 5s. |
1.7.1.8 | (Scizor): Defense, Sp. Defense, and HP stats are increased. |
---|
1.7.1.8 | • Boosted Attack (Scyther): Damage is increased from 819 to 945. (+15%) |
---|---|
1.9.2.8 | Boosted Attack: Defense increase effect increased from 25% to 40% in the early game, and 75% to 120% in the late game. |
1.7.1.8 | • Damage is increased from 1045 to 1232. (+18%) |
---|
1.7.1.8 | • Damage is increased from 3268 to 3877. (+19%) |
---|---|
1.8.1.2 | Damage is increased from 3877 to 4208. (+8%) Also applies to Dual Wingbeat+. |
1.8.1.6 | Cooldown increased from 5s to 6s. (+1s) |
1.7.1.8 | • Cooldown reduced from 8s to 6s (-2s). Damage is increased by 13%. |
---|---|
1.9.2.8 | Cooldown reduced from 6s to 5s. |
1.7.1.8 | Cooldown reduced from 9s to 6s (-3s). Duration of attack increase effect shortened from 9s to 6s. (-3s) |
---|---|
1.8.1.6 | Cooldown increased from 6s to 7s. (+1s) Attack stat boost decreased from 15% to 12%. (-3%) |
1.7.1.8 | Damage is increased from 3309 to 4659. (+41%) |
---|
1.8.1.6 | First attack range reduced by about 30%. Second dash range reduced by about 20%. |
---|
Scizor | ||
---|---|---|
![]() |
Role: All-Rounder Attack Type: Melee Damage Type: Physical Difficulty: Intermediate Cost: |
|
"Hover above the competition as you punch or slice your way to victory!" |
![]() |
![]() |
![]() |
---|---|---|
![]() |
![]() |
![]() |
Tips & Strategies for Every Lane
Strengths | Weaknesses |
---|---|
✔︎ Offers two viable playstyles. ✔︎ Straightforward moveset, regardless of evolution. ✔︎ Great in any lane. |
✖︎ Struggles against crowd control moves. ✖︎ Predictable gameplay due to evolutions. |
![]() |
---|
As of October 6, 2022, Scizor is now purchasable for 14,000 Aeos Coins! This comes one week after Scizor was first released and was only available to purchase with Aeos Gems!
Scizor and Scyther Builds | |
---|---|
- |
Scyther Build
![]() |
Moveset | Held Items | |||
---|---|---|---|---|---|
Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +30 Critical-Hit Rate: +2.10% HP: +210 Cooldown: -4.50% Unite Move Charge Rate: +6% |
![]() |
||||
Emblem Color Combination | Target Emblem Stats | ||||
![]() ![]() |
Positive Stats: • HP • Attack • Critical-Hit Rate Free Negative Stats: • Sp. Atk • Defense • Sp. Def |
||||
Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
Build Explanation |
---|
This build is centered on bursting down targets with Dual Wingbeat and Double Hit. However, Scyther can also use Swords Dance instead for a more focused dash move with an extra attack effect. The key to this build is to constantly trigger Double Hit's cooldown reduction effect as you jump from one target to another. The build is best used in the jungle for faster leveling. |
· Razor Claw improves Scyther's proficiency in assassinating targets by allowing its attacks to deal bonus damage and apply a slow each time it uses its moves. · Weakness Policy allows Scyther to convert enemy damage to more damage as it leaps from target to target. · Energy Amplifier further improves Scyther's burst capabilities whenever it uses Green Illusion Dive, increasing its damage output significantly. · Full Heal allows Scyther to remove stuns and debuffs, and become immune to hindrances for a duration, enabling it to perform its combos without being interrupted. · However, Eject Button or X Speed can also work with the build, giving Scyther more mobility instead. · The build's Boost Emblem loadout should consist of 6 White Emblems for maximum HP and 6 Brown Emblems for additional damage. · This can be achieved by equipping at least two (2) Emblems that are both White and Brown. · Equip Emblems that improve Attack, Critical-Hit Rate, or HP for more damage or durability. · Sp. Atk, Sp. Def., and Defense can be freely traded for the other stats. |
Items (Level 30) |
Dual Wingbeat (Total Damage)(@ Lvl 15) |
Double Hit (@ Lvl 15) |
---|---|---|
Razor Claw + Weakness Policy (4 stacks) + Energy Amplifier (Includes effect) |
5789 | 1641 |
Since the build is centered on bursting down targets with Dual Wingbeat and Double Hit, equipping items that will maximize their damage is the ideal item combination.
Out of all the item combinations, Razor Claw, Weakness Policy, and Energy Amplifier will be the best for the build. Although the item combination only produced the second highest results, Razor Claw's bonus damage effect and Weakness Policy's HP bonus are benefitial for Scyther as a whole.
As for alternatives, replacing Razor Claw with Attack Weight would be the ideal choice. The item combination generated the highest results but requires a lot of setup to maximize Scyther's damage.
Another variation would be replacing Weakness Policy with Attack Weight. The item combination's results are only slightly lower than the recommended one but provides raw, static damage.
These damage tests are conducted using the Training Dummy in Practice Mode.
Items (Level 30) | Dual Wingbeat (Total Damage)(@ Lvl 15) | Double Hit (@ Lvl 15) |
---|---|---|
Muscle Band + Razor Claw + Attack Weight (6 stacks) | 4669 | 1370 |
Muscle Band + Razor Claw + Weakness Policy (4 stacks) | 4690 | 1377 |
Muscle Band + Razor Claw + Energy Amplifier (Includes effect) | 5412 | 1533 |
Muscle Band + Attack Weight (6 stacks) + Weakness Policy (4 stacks) | 5014 | 1474 |
Muscle Band + Attack Weight (6 stacks) + Energy Amplifier (Includes effect) | 5775 | 1637 |
Muscle Band + Weakness Policy (4 stacks) + Energy Amplifier (Includes effect) | 5789 | 1641 |
Razor Claw + Attack Weight (6 stacks) + Weakness Policy (4 stacks) | 5014 | 1474 |
Razor Claw + Attack Weight (6 stacks) + Energy Amplifier (Includes effect) | 5775 | 1637 |
Razor Claw + Weakness Policy (4 stacks) + Energy Amplifier (Includes effect) | 5789 | 1641 |
Attack Weight (6 stacks) + Weakness Policy (4 stacks) + Energy Amplifier (Includes effect) | 6195 | 1759 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Scizor Build | Moveset | Held Items | |||
---|---|---|---|---|---|
Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +33 Defense: +30 Sp. Def: +30 HP: +210 |
![]() ![]() |
||||
Emblem Color Combination | Target Emblem Stats | ||||
![]() ![]() |
Positive Stats: • HP • Attack Free Negative Stats: • Sp. Atk • Defense • Sp. Def |
||||
Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
Build Explanation |
---|
This build utilizes the mechanics of Bullet Punch to keep Scizor alive for as long as possible during fights. Swords Dance will be Scizor's complimentary move since it increases the Pokemon's Attack stat, improving Bullet Punch's effectiveness. However, Double Hit can also work for the build to give Scizor a tool for staying on top of targets as well as acting as a mobility tool in general. |
· Attack Weight improves Scizor's overall damage, particularly Bullet Punch. · Weakness Policy synergizes well with Bullet Punch's healing mechanic, increasing Scizor's damage output as it takes hits from opponents. It also gives a decent amount of HP and Attack stat. · Focus Band makes Scizor more durable through increased defenses and gives the Pokemon another healing tool. · Full Heal allows Scizor to remove stuns and debuffs, and become immune to hindrances for a duration, enabling it to spam Bullet Punch without being interrupted. · However, Eject Button can also work with the build, giving Scizor more mobility instead. · The build's Boost Emblem loadout should consist of 6 White Emblems for maximum HP and 6 Brown Emblems for additional damage. · This can be achieved by equipping at least two (2) Emblems that are both White and Brown. · Equip Emblems that improve Attack or HP for more damage or durability. · Sp. Atk, Sp. Def., and Defense can be freely traded for the other stats. |
Items (Level 30) |
Bullet Punch (Total Damage w/ Swords Dance) (@ Lvl 15) |
Bullet Punch (Healing Per Hit w/ Swords Dance) (@ Lvl 15) |
---|---|---|
Attack Weight (6 stacks) + Weakness Policy (4 stacks) |
1746 | 240 |
Since the build revolves around recovering HP using Bullet Punch, equipping items that will maximize the move's damage and healing is the ideal item combination. Focus Band is a core item for the build, leaving only two (2) items for consideration.
As the results show, Attack Weight and Weakness Policy will generate the best results for the build. The combined bonus damage from a fully-stacked Attack Weight and Weakness Policy deals significantly more damage and has better healing compared to the rest. The HP bonus from Weakness Policy is also benefitial for the build.
As for alternatives, replacing Weakness Policy with Razor Claw would be the ideal option. It produced the second highest results, but Razor Claw's effects synergizes well with Bullet Punch's low cooldown.
These damage tests are conducted using the Training Dummy in Practice Mode. Only the first use of Bullet Punch is recorded. Succeeding instances will always deal more damage due to Bullet Punch's mechanics.
Items (Level 30) | Bullet Punch (Total Damage w/ Swords Dance) (@ Lvl 15) | Bullet Punch (Healing Per Hit w/ Swords Dance) (@ Lvl 15) |
---|---|---|
Muscle Band + Razor Claw | 1483 | 204 |
Muscle Band + Attack Weight (6 stacks) | 1628 | 224 |
Muscle Band + Weakness Policy (4 stacks) | 1585 | 218 |
Razor Claw + Attack Weight (6 stacks) | 1628 | 224 |
Razor Claw + Weakness Policy (4 stacks) | 1585 | 218 |
Attack Weight (6 stacks) + Weakness Policy (4 stacks) | 1746 | 240 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Since Scizor and Scyther have unique playstyles, their Held Item choices are different from one another. While you can practically equip any item, it is still necessary to know each evolution's playstyle to get the most out of each item's effects.
Item | Explanation |
---|---|
![]() |
Attack Weight greatly improves Scizor's overall damage, especially when fully stacked. |
![]() |
Focus Band is a great defensive item for Scizor as it allows you to get aggressive during skirmishes and can save you from falling in battles with HP recovery. |
![]() |
Since you will be constantly attacking, Muscle Band is a default item for Scizor. It synergizes well with the Pokemon's passive ability, Technician, as it further increases the damage of Standard Attacks. |
![]() |
Razor Claw increases both Scizor's Attack and critical-hit chance. The slow effect will make it easier for you to pin down targets and keep them within range. |
![]() |
Weakness Policy is a great utility item that makes brawls easier. Aside from extra HP, The item also gives the Pokemon extra Attack stat for each time Scizor receives damage. |
Item | Explanation |
---|---|
![]() |
Each stack of Attack Weight gives Scyther extra Attack stat for high damage. Reaching the full amount of bonus drastically improves Scyther's burst capabilities. |
![]() |
Energy Amplifier significantly boosts Scyther's damage output, making it a more proficient assassin. |
![]() |
Muscle Band adds more damage to Scyther's attacks that can pile up if left unontested. The item also enhances your hit and run tactics. |
![]() |
Razor Claw increases both Scyther's Attack and critical-hit chance. It also offers a slow effect that can make it easier for your to line up your burst moves for easier take downs. |
![]() |
Weakness Policy gives Scyther more damage whenever it takes hits from opponents. It also gives a decent amount of Attack and HP. |
Move | Explanation |
---|---|
![]() |
Full Heal allows Scizor/Scyther to perform their combos without getting interrupted by disables or debuffs. |
![]() |
Eject Button provides Scizor/Scyther a reliable repositioning tool with which they can use to set up their combos. |
![]() |
X Speed provides Scizor/Scyther a more consistent way of getting a boost in movement speed. It also allows Scizor/Scyther to break away from disables if you get pinned down. |
Move | Explanation |
---|---|
![]() |
Dual Wingbeat is Scyther's main assassination tool thanks to its dash mechanic. It also heals the Pokemon for a decent amount to survive in fights. |
![]() |
Double Hit suits Scyther's assassin gameplay better since it reduces all of the Pokemon's move cooldowns whenever it knocks out a marked opponent. It also allows Scyther to jump from one target to another. |
Choosing the best moveset depends on whether a player prefers Scizor or Scyther. To evolve into Scizor, players must learn Bullet Punch. To stay as Scyther, players must learn Dual Wingbeat.
Generally, when choosing Scyther, it's better to learn Double Hit as the complimentary move to Dual Wingbeat since it's more benefitial for the Pokemon's assassin gameplay. The move can reduce all of the Pokemon's move cooldowns whenever it knocks out a marked target, allowing the Pokemon to jump from one target to another and keep knocking out opponents.
On the other hand, Bullet Punch is best paired with Swords Dance due to their synergy. Since Swords Dance's area-of-effect attack requires multiple hits to trigger, it can quickly be triggered by Bullet Punch's rapid attacks.
Let us know your thought in the comments!
Jump to Section | |
---|---|
Scizor has a unique mechanic that gives players the option to choose one of two evolutions to play for the rest of the game. When you reach level 5, you will have access to your damage move upgrade, to which you will either stay as Scyther or evolve to Scizor depending on the move you choose to learn. Both Scizor and Scyther have distinct mechanics that can drastically alter their contributions to the team composition.
Learned Move at Level 5 | → | Pokemon |
---|---|---|
![]() |
→ | ![]() |
![]() |
→ | ![]() |
If you want to stay as Scyther for the rest of the match, you will have to pick Dual Wingbeat as your damage move upgrade. Here, the move gives you enough range and mobility to pressure your targets without the need to engage in a brawl. You can use the additional dash activation to either get aggressive or simply retreat, whichever the situation demands. Note that the second activation deals more damage to low HP opponents, making it great for bursting down single targets!
Scyther is a more mobile Pokemon that rely on quick and clean burst attacks to get ahead of its opponents. It plays similar to Speedster Pokemon, where they depend on their dash moves to compensate for their low endurance. Scyther is geared toward players that prefer assassin playstyles.
Dual Wingbeat: Scizor Move Effect and Cooldown
If you want your Pokemon to evolve into Scizor, you will have to pick Bullet Punch as your damage move upgrade. The move will be key in realizing Scizor's gameplay as it allows the Pokemon to stay in the fight much longer with the help of HP recovery. Note that the heal you get from the move will be based on the damage it deals, which incentivizes you for getting aggressive as you continue fighting. Moreover, it is ideal for brawls and is capable of knocking down multiple opponents in an area with its multiple activations.
Scizor has higher HP, Defense, and Sp. Defense stats compared to Scyther. However, it does not have the same quick and bursty damage as its counterpart, making it play like a traditional All-Rounder. Scizor is best positioned at the front lines during team fights, where it can take and deliver hits without fuss.
Bullet Punch: Scizor Move Effect and Cooldown
Scizor and Scyther's passive ability, Technician, allows you to deal more damage in quick succession. Each time the Pokemon uses a move, its next Standard Attack will deal two consecutive hits, the second hit having decreased damage. To get the most value out of this mechanic, you would want to deal at least one (1) Standard Attack every time you use a move. Note that second move activations can trigger Technician, so be sure to Attack in between them for massive amounts of damage!
Technician: Scizor Passive Effect and Cooldown
When Scizor or Scyther reach level 7, they will be able to learn their dash move upgrade. Although both moves are great on their own, each has distinct effects that can help you realize your playstyle, regardless of which evolution you picked.
Double Hit is a straightforward dash move that has decent range. Opponents hit along the path will make Scizor or Scyther jump an additional time and will have its boosted attack filled instantly. This allows you to initiate fights and chain attacks together, or employ hit-and-run tactics to pressure opponents. Moreover, opponents dealt damage by the move will be marked. If a marked opposing Pokemon is knocked out, all of your move cooldowns are reduced!
Double Hit looks to favor Scyther better as it synergizes with the Pokemon's fast-paced gameplay. Combining the move with Dual Wingbeat gives the Pokemon extra dash options, further enhancing the Pokemon's mobility.
Double Hit: Scizor Move Effect and Cooldown
Swords Dance is a more offense-oriented dash move that increases Scizor or Scyther's Attack stat. Once activated, a gauge will be added below the Pokemon's HP and will be filled when you deal with attacks. When it reaches the eighth meter, the next Standard Attack becomes an area-of-effect attack that pierces through opposing Pokemon in a line. The move synergizes well with Technician as you will be able to fill up the gauge quickly. So, make sure to always follow up with Standard Attacks each time you use a move. Take note that, unlike Double Hit, Sword Dance does not allow you to jump over thick walls, which limits ganking and escape opportunities. The move is best used for engaging opponents or repositioning for clear shots.
Swords Dance looks to favor Scizor as you can out of the increased in attack since the Pokemon is sturdy enough to engage in a brawl. It also synergizes well with Bullet Punch as each punch you deal will count towards filling the gauge.
Swords Dance: Scizor Move Effect and Cooldown
Outside of dodging attacks with mobility moves, Scizor and Scyther do not have ways to buff themselves with unstoppable effects, making them susceptible to stuns, slows, and other debuffs that can hinder their momentum. Because of this, it is best to stay clear from the enemy Defenders or Supporters that have hard disabled. It is also advised not to get into prolonged fights with them as you may not be able to knock them down quickly enough before enemy reinforcements come.
List of Status Effects: Buffs and Debuffs
Scizor and Scyther have a distinct Unite Move that differs in mechanics. While both of their strong points are from the illusions they produce, their effectiveness can differ depending on the situation it was used in.
Scyther's Unite Move, Green Illusion Dive, is best used for taking out single targets quickly. Take advantage of the initial dash move to start the engagement with increased lethality and deal enough damage to make the target play defensively. If the move is activated a second time within a set amount of time, Scyther will dash in the designated direction and call back all illusions from its location. If an illusion makes contact with an opposing Pokemon, it deals damage and marks them before disappearing. It is best to use the second activation when there is a clear path for all of the illusions to hit the target. If a marked opponent is knocked out this way, all of Scyther's move cooldowns are reduced, allowing you to follow up with more damage.
Green Illusion Dive: Scizor Move Effect and Cooldown
Scizor's Unite Move, Red Illusion Dive, is best used in the middle of brawls where you need a sudden burst of strength to pin down the opponent with slows and stuns. If an illusion hits the target while dashing, it deals damage and also decreases the target's movement speed for a short time, making it easier for you to line up your attacks. If the move is activated a second time within a set amount of time, the Scizor will let out a big punch that can drag enemies with it. If an opponent hits an illusion while it is grabbed this way, it will be left stunned and open for more attacks!
Red Illusion Dive: Scizor Move Effect and Cooldown
Level | Objectives |
---|---|
1 - 5 | • Secure as many Wild Pokemon so you can to level up quickly. Use Quick Attack to maintain your distance from opponents, or steal Wild Pokemon camps from the enemy team. • If you're at the bottom lane, prioritize taking Indeedees for more exp. • If you have score-related items like Attack Weight, score small points to stack its damage bonus. Use Quick Attack to go in and out of enemy goal zones. • Once you reach level 5 you will be able to pick which evolution to play as for the rest of the game. Pick Scizor if your team needs more sturdy Pokemon for teamfights. Otherwise, pick Scyther if you want to support the team by bursting down single targets. |
5 - 9 | • Continue farming for exp with your upgraded damaging move. Only engage in a lane push if your team is present. • Try to fully stack Attack Weight at this point. • Reach level 7 to get you dash move upgrade. From here, you can now seek out isolated opponents and burst them down. • Help your allies secure Regieleki at the top lane and/or Regice, Registeel, or Regirock at the bottom lane. Generally, you would want to secure Regieleki first to secure a point advantage. • Once you reach level Reach level 9 and get learn your Unite Move, you are now strong enough to face most of your matchups head-on. |
10+ | • Continue hunting targets, securing objectives, and pushing lanes. Reach atleast level 13 before or when Rayquaza spawns for a fully-upgraded moveset and high stats. • Before the final stretch, secure both Escavalier or Accelgor for better fighting performance. • Help your allies win a teamfight and secure Rayquaza. If you are using Scizor, focus on zoning the enemy team away from your team and Rayquaza. If you are using Scyther take out atleast one opponent from the fight to increase your team's chances of securing the objective. In any case, your Unite Move will come in handy during the fight. |
Level | Objectives |
---|---|
1 - 5 |
• Learn Quick Attack first to jump over the wall near the base to get to Xatu quickly. • Clear the first wave of jungle camps and reach level 5 to get access to your damage move upgrade. • It is recommended that you use Scyther as it is much more efficient in clearing out Wild Pokemon because of its high damaging moves and mobility. • Help a lane first securing Altaria and Swablus, setting up ganks, and scoring points. • Farm the Baltoy spawns at the center of the map for more exp. |
6 - 9 | • Clear the second wave of jungle camps to level up more and reach level 7 to get you dash move upgrade. Use it to enhance your attacks as well as maneuver around brawls. • Go to the Legendary Pit, Rayquaza's spawn location, and farm the extra Altaria and Swablus camp to get more exp. • If possible, reach level 9 to get your Unite Move before or when Regieleki spawns so your team will have an advantage when securing the objective. • After contesting for Top Lane objective, rotate to taking bottom lane objective if it is still available. |
10+ | • Continue hunting targets, securing objectives, and pushing lanes. Reach level 15 before or when Rayquaza spawns for a fully-upgraded moveset and high stats. • Before the final stretch, secure both Escavalier or Accelgor for better fighting performance. • Help your allies win a teamfight and secure Rayquaza. If you are using Scizor, focus on zoning the enemy team away from your team and Rayquaza. If you are using Scyther take out atleast one opponent from the fight to increase your team's chances of securing the objective. In any case, your Unite Move will come in handy during the fight. |
Early Game Burst Combo | |
---|---|
Quick Attack
►
Standard Attack
►
Fury Cutter
►
Standard Attack
~ |
|
This is a quick combo for pressuring or taking down opponents during the early game. Start by engaging the target with Quick Attack and get close. Once you are close, use a Standard Attack to deal two hits. Finish the combo by activating Fury Cutter. If the target is still alive, continue bombarding them with Standard Attacks. |
This set of combos utilize Dual Wingbeat when you stay in the Scyther evolution. They offer more range and mobility for better repositioning.
Quick Cut Combo | |
---|---|
Dual Wingbeat
►
Quick Attack
►
Standard Attack
x2 ►
Dual Wingbeat
(Second Activation) ►
Standard Attack
~ |
|
Start by activating Dual Wingbeat at range to deal damage. Then, use Quick Attack to get close to the target. Once you are within range, deal at least two (2) Standard Attacks. Next, use Dual Wingbeat's second activation to stay close to the target or to reposition. Continue to deal damage with Standard Attacks.
Note: If the first Dual Wingbeat misses the target, wait until the move is ready to use again before restarting the combo. |
Dash and Slice Combo | |
---|---|
Swords Dance
►
Standard Attack
x2 ►
Dual Wingbeat
►
Standard Attack
x2 ►
Dual Wingbeat
(Second Activation) ►
Standard Attack
~ |
|
Start by using Sword Dance to get close to the target. This also activates the gauge that you will need to fill up with attacks for a big, area-of-effect attack. Then, deal at least two (2) Standard Attacks to take advantage of the double hit from Technician. After that, use Dual Wingbeats second activation and Standard Attacks until the target is knocked down. |
Ultimate Multi-Cut Combo | |
---|---|
Swords Dance
or
Double Hit
►
Standard Attack
►
Green Illusion Dive
►
Standard Attack
►
Dual Wingbeat
x2 ►
Green Illusion Dive
►
Standard Attack
~ |
|
Start by activating Sword Dance or Dual Hit to get close to the target. Once you get close, immediately follow it up with a Standard Attack to deal two hits. Then, activate Green Illusion Dive, followed by a Standard Attack. Next, hit the target with the full two (2) activations of Dual Wingbeat. After dashing, immediately use Green Illusion Dive's second activation to recall all illusions and make them hit the target for extra damage. At this point, bombard the target with Standard Attacks and activate your moves until the target is knocked down. |
This set of combos utilize Bullet Punch when you evovle into Scizor. They offer close quarters combat and more sustain through HP recovery.
Quick Punch Combo | |
---|---|
Start by engaging the target with Bullet Punch, followed by a Standard Attack. Then, reposition with Quick Attack. Stay in the fight and hit the target with at least four (4) Standard Attacks until Bullet Punch's next activation is available.
Note: If the first Bullet Punch misses the target, wait until the move is ready to use again before restarting the combo. |
Dash and Jab Combo | |
---|---|
Double Hit
or
Swords Dance
►
Standard Attack
►
Bullet Punch
►
Standard Attack
x4 ►
Double Hit
or
Swords Dance
(Optional) ►
Bullet Punch
►
Standard Attack
~ |
|
Use Double Hit or Sword Dance to get close to the target and deal damage. Once Scizor lands and is within range, immediately activate Bullet Punch and hit the target with at least four (4) Standard Attacks until the next Bullet Punch' activation is available. Reposition with your dash move if needed. |
Ultimate Haymaker Combo | |
---|---|
Swords Dance
►
Standard Attack
►
Red Illusion Dive
►
Bullet Punch
►
Standard Attack
x2 ►
Red Illusion Dive
(Second Activation) ►
Standard Attack
►
Bullet Punch
►
Swords Dance
►
Standard Attack
~ |
|
Start by activating Sword Dance to get close to the target. Once you get close, immediately follow it up with a Standard Attack to get the double hit. Then, activate Red Illusion Dive, followed by Bullet Punch. Next, hit the target with at least two (2) Standard Attacks before using Red Illusion Dive's second activation. For the best value, make sure to knock back the target towards an illusion to get the extra stun effect. After that, activate Bullet Punch again and another Sword Dance when it is available. At this point, bombard the target with Standard Attacks and activate your moves until the target is knocked down. |
![]() |
|
---|---|
![]() |
|
![]() |
Matchup Notes | ||
---|---|---|
![]() |
![]() |
![]() |
1. The chart is based on our own experience playing Scizor. 2. Pokemon within each tier are unordered 3. Any Pokemon not shown here are still under investigation. |
Scizor or Scyther rely on uninterrupted flow of combos to take down their targets. Pokemon that can break Scizor or Scyther's combos or deal more damage than either of them can punish their gameplay.
Pokemon | Explanation |
---|---|
![]() |
Rating: ★★★★★ • Combos deals more damage and can be performed more frequently thanks to Queenly Majesty. • Can break Scizor or Scyther's combos using Queen Ascendant. • Can outsustain and outdamage Scizor/Scyther with Stomp or Triple Axel. |
![]() |
Rating: ★★★★★ • Can't be burst down by Scyther or Scizor's combos. • Can break Scizor or Scyther's combos using Block, Yawn, or Heavy Slam • Can sustain through Scizor or Scyther's damage using Power Nap. |
![]() |
Rating: ★★★★ • Can punish Scizor or Scyther's aggression with Power Swap and Psychic • Can interrupt Scizor or Scyther's combos using Showtime! |
![]() |
Rating: ★★★ • Can punish Scizor or Scyther's combos using Sing or Dazzling Gleam • Can mitigate Scizor or Scyther's damage with Starlight Recital. |
Whether you are using Scizor or Scyther, you should be able to take advantage of their distinct playstyles, strengths, and weaknesses to get ahead against even matchups. Knowing when to engage in a fight or play safe will greatly increase your survivability in combat.
Sturdy All-Rounders |
---|
How to Beat |
• These Pokemon have great brawling capabilities thanks to their innately high defenses and high-impact moves. You will want to utilize Double Hit or Swords Dance to maneuver around them and get consistent hits. • When using Scizor, you can keep up with their aggression by getting multiple Bullet Punch triggers. The move also allows you to recover HP, making it easier for you to stay in the brawl. • When Using Scyther, do not get too aggressive and face them head-on. Instead, employ hit-and-run tactics by hitting them with Dual Wingbeat from a distance and using the extra dash activation to maintain the distance. Keep doing this until their HP gets slow for an easy burst. |
Pokemon with High-Impact Moves and Disables |
---|
How to Beat |
• These Pokemon are sturdy and have ways to get ahead during brawls. The more time you spent fighting these Pokemon, the more they can generate an advantage to overwhelm you or stall for enough time for their allies to come in. It will be best to face these Pokemon only when you have a clear advantage. Moreover, you can drastically increase your chances of winning the fight with these Pokemon if you manage to get the first strike and make them play defensively. • If you are using Scizor, make sure you make your Bullet Punch activations count as you will be relying on its HP recovery to help you in the fight longer. You will want to activate the move every time it is available for consistent damage. Moreover, use your dash moves offensively by directly targeting them for extra damage. • If you are using Scyther, make sure to attack each time you use a move to take advantage of the double hit provided by Technician. Use your dash moves to get around their moves and avoid damage. If possible, it is best to maintain your distance. |
Pokemon with Burst Moves |
---|
How to Beat |
• These Pokemon can output high amounts of burst damage to take out isolated targets. They also have high mobility, which essentially turns them into assassins. To increase your chance of survival, avoid fighting these Pokemon in one-on-one brawls, especially if your HP is not full. Additionally, sticking to your allies will help you counter their advances. • If you are using Scizor you may be able to survive their initial burst damage thanks to the Pokemon's innately high defensive stats. You will want to recover the lost HP with Bullet Punch. • If you are using Scyther, the Pokemon's low HP and defense will make you susceptible to getting ganked and burst down. It will be best to fight fire with fire and utilize the Pokemon's high damage to take out your opponents first before they manage to deal damage. |
Disruptive Attackers |
---|
How to Beat |
• These Pokemon have ranged Attacks and have ways to disrupt your momentum. Although they can deal high amounts of damage, they have low defenses and HP. All you need to do is to get close with either Double Hit or Swords Dance and pressure them enough to make them play defensively. You must remain close to them as they can reposition and gun you down with ranged attacks. • If you are using Scizor you may be able to survive their initial burst damage thanks to the Pokemon's innately high defensive stats. You will want to recover the lost HP with Bullet Punch. • If you are using Scyther, use Double Hit combined with Dual Wingbeat to quickly get close to them. Once within range, bombard them with attacks until they fall. |
Slippery Targets |
---|
How to Beat |
• These Pokemon have ways to quickly maneuver around the battlefield and the capacity to deal disabling moves. Generally, you will want to avoid seeking out and fighting these Pokemon as they do not pose a threat to you unless they engage in combat. The best way to fight these Pokemon is to stick to allies and wait until they miss their moves or their movement is disrupted for you to strike. |
Pokemon that easily fall to Scizor or Scyther's combos and does not have any means of stopping their momentum are easy targets for Scizor or Sycther.
Pokemon that Racks Up Damage the Longer it Stays Alive |
---|
How to Beat |
• Burst them down quickly before they can rack up damage, especially during teamfights. • Use Red Illusion Dive / Green Illusion Dive for quick burst damage. |
Pokemon with Disables |
---|
How to Beat |
• Bait and dodge their disabling moves, then burst them down. • Use Red Illusion Dive / Green Illusion Dive to initiate. |
Supporters |
---|
How to Beat |
• Target them first and force them to retreat or use their heals and shields on themselves. • Burst them down quickly if they're isolated from their team. |
Pokemon | Explanation |
---|---|
![]() ![]() ![]() |
Aggressive Frontliners |
Pokemon that can get aggressive in the frontlines pair well with both Scizor and Scyther. They can tank and deal damage to give Scyther room to dash in during fights and pick off targets or share damage with Scizor in the frontlines. They can also use their disabling moves like Heavy Slam and Confusion to help Scizor or Scyther hit enemies with their moves. | |
![]() ![]() ![]() |
Disablers |
Pokemon with an arsenal of disabling moves can help Scyther execute targets quickly. AoE disabling moves like Thunderbolt and Sing allows Scyther to easily hit groupes at the center of Dual Wingbeat and trigger its effects. As for Scizor, these moves makes it easier for the Pokemon to stay on top of enemies when using Bullet Punch. On the other hand, a move like Slowbeam can isolate a target and keep them in place long enough for Scyther or Scizor to take them out. | |
![]() |
Dedicated Supporters |
Scizor and Scyther can benefit greatly from having a dedicated supporter accompanying them throughout the match. Short-cooldown healing moves like Soft-Boiled can make up for Scyther's lower durability or provide additional healing on top of Scizor's Bullet Punch. Meanwhile, moves that grants buffs like Helping Hand improves Scizor or Scyther's proficiency as damage dealers. Moreover, using a move like Bliss Assistance on Scizor or Scyther can get the Pokemon out of dangerous positions or turn a losing fight around. |
Looking for teammates to synergize with you? Head over to our Friend Request Board to find other trainers to join you in your grind or just to hang out with!
![]() (Lv. 1 or 3) |
Move Type: Melee Damage Type: Physical Cooldown: 5s Starting Damage: 682 First attack damage: 310, Second attack damage: 372 Final Damage: 809 First attack damage: 368, Second attack damage: 441 |
---|---|
Has the user slash twice with its scythes in a cone in front of itself, dealing damage to opposing Pokemon it hits. The second slash deals more damage than the first. | |
![]() (Lv. 5) Upgrade Lv. 11 |
Move Type: Area Damage Type: Physical Cooldown: 6s Starting Damage: 2084 Damage per slash: 579, Number of slashes: 2, Dash damage: 579 + % of current HP, HP healed: 559 Final Damage: 4208 Damage per slash: 1169, Number of slashes: 2, Dash damage: 1169 + % of current HP, HP healed: 930 |
Has the user slash in front of itself with both of its scythes, dealing damage to opposing Pokemon in the X-shaped area of effect. If this move deals damage to an opposing Pokemon in the center of the X-shaped area of effect, it restores the user's HP. If this move hits an opposing Pokemon, it can be used again within a set amount of time. If this move is used again, the user dashes in the designated direction, dealing damage to opposing Pokemon it makes contact with. The dash deals more damage the lower the opposing Pokémon's HP is.
Upgrade: Increases the damage dealt by this move. |
|
![]() (Lv. 5) Upgrade Lv. 11 |
Move Type: Melee, Dash Damage Type: Physical Cooldown: 5s Starting Damage: 779 First: 487 + (146 x 2), Second: 487 + (146 x 3), Third: 487 + (146 x 4), HP healed: 71% of total damage Final Damage: 1330 First: 832 + (249 x2), Second: 832 + (249 x 3), Third: 832 + (249 x4), HP healed: 71% of total damage |
Has the user dash in the designated direction and strike opposing Pokemon with tough punches. If this move hits opposing Pokemon, its cooldown is reduced, and the user recovers a portion of its HP based on the amount of damage dealt. If Bullet Punch is used again within a set amount of time, the number of punches and the amount of damage dealt increase. The number of punches increases from three to a maximum of five.
Upgrade: Also grants a shield if this move hits opposing Pokemon. |
Choosing a specific move at Level 5 would either stop Scyther from evolving for the rest of the match, or continue evolving to Scizor.
Learned Move at Level 5 | → | Pokemon |
---|---|---|
![]() |
→ | ![]() |
![]() |
→ | ![]() |
![]() (Lv. 1 or 3) |
Move Type: Dash Damage Type: Physical Cooldown: 8s Starting Damage: 282 Final Damage: Scizor: 351, Scyther: 375 |
---|---|
Has the user dash forward, dealing damage to opposing Pokemon it makes contact with along the way. | |
![]() (Lv. 7) Upgrade Lv. 13 |
Move Type: Dash Damage Type: Physical Cooldown: 7s Starting Damage: Scizor: 698, Scyther: 754 Final Damage: Scizor: 1037, Scyther: 1232 |
Has the user jump in the designated direction, dealing damage to opposing Pokemon it hits during the jump and applying a mark to them. After the user hits opposing Pokemon with this move, it jumps again in the designated direction. When the user lands, its next basic attack becomes a boosted attack and it charges at a nearby opposing Pokemon. If a marked opposing Pokemon is knocked out, all of the user's move cooldowns are reduced.
Upgrade: Reduces this move's cooldown. |
|
![]() (Lv. 7) Upgrade Lv. 13 |
Move Type: Dash, Buff Damage Type: Status Cooldown: 7s Starting Damage: N/A Final Damage: N/A |
Has the user dash a short distance, increasing its Attack for a short time. While the user's Attack is increased, the user's eighth basic attack becomes an area-of-effect attack that pierces through opposing Pokemon in a line.
Upgrade: Also reduces the damage the user Dash receives from opposing Pokemon while dashing. |
![]() (Lv. 9) |
Move Type: Sure hit Damage Type: Physical Cooldown: 124s Starting Damage: 1875 Attack damage: 625, Dash damage: 625, Illusion damage: 625 Final Damage: 2745 Attack damage: 915, Dash damage: 915, Illusion damage: 915 |
---|---|
Has the user dash and attack a designated Pokemon on the opposing team, then create five illusory copies of itself that each dash a set distance from the user. The copies deal damage to opposing Pokemon they make contact with and apply a mark to them. After a short time, the copies return to the user, dealing damage to opposing Pokemon they make contact with. This move can be used again before the illusory copies return to the user. If it is used again, the user dashes in the designated direction and deals damage to opposing Pokemon it hits. At the end of the dash, the copies dash to the user's location. If a copy makes contact with an opposing Pokemon while dashing, the copy deals damage to that Pokemon and disappears. If a marked opposing Pokemon is knocked out, all of the user's move cooldowns are reduced. | |
![]() (Lv. 9) |
Move Type: Sure hit Damage Type: Physical Cooldown: 124s Starting Damage: 3375 First punch damage: 701, Second punch damage: 1060, Illusion damage: 701, Knockback damage: 212, Slam damage: 701 Final Damage: 4659 First punch damage: 967, Second punch damage: 1465, Illusion damage: 967, Knockback damage: 293, Slam damage: 967 |
Has the user dash before throwing consecutive punches at a designated Pokemon on the opposing team, decreasing that Pokemon's movement speed. As the last punch is thrown, five illusory copies of the user are created that each dash a set distance from the user. If a copy hits an opposing Pokemon while dashing, it deals damage, decreases that Pokemon's movement speed, then disappears. For a short time, this move can be used again. If this move is used again, the user dashes in the designated direction and deals damage to opposing Pokemon it hits before punching the ground, dealing damage to opposing Pokemon in the area of effect. If the user hits a Pokemon on the opposing team while dashing, the user grabs that Pokemon and continues dashing. If the grabbed Pokemon hits an illusory copy, it will be left incapacitated. |
![]() |
![]() Becomes a boosted attack every third attack, dealing additional damage and increasing the user's movement speed for a short time. |
---|
![]() |
![]() Becomes a boosted attack every third attack, decreasing the movement speed of opposing Pokemon when it hits and increasing the user's Defense for a short time. This Defense increase can stack. |
---|
![]() |
All Evolution Stages
After this Pokemon uses a move, its next basic attack will change and deal two consecutive basic attacks instead. The second of these deals decreased damage. |
---|
1st Evolution | Final Evolution |
---|---|
![]() (Lv. 1) |
![]() (Lv. 5) |
This Pokemon has a unique method of evolution. Depending on which specific move it learns at Level 5, Scizor can evolve to Scizor or stay as Scyther the whole match!
Level | HP | Defense | Special Defense | Attack Damage |
---|---|---|---|---|
1 | 3100 | 45 | 40 | 160 |
2 | 3174 | 51 | 44 | 170 |
3 | 3259 | 58 | 48 | 182 |
4 | 3357 | 66 | 53 | 196 |
5 | 3805 | 100 | 74 | 259 |
6 | 3935 | 110 | 80 | 277 |
7 | 4084 | 121 | 87 | 298 |
8 | 4256 | 134 | 95 | 322 |
9 | 4454 | 149 | 104 | 350 |
10 | 4682 | 166 | 115 | 382 |
11 | 4944 | 186 | 128 | 419 |
12 | 5246 | 209 | 142 | 461 |
13 | 5593 | 235 | 159 | 510 |
14 | 5992 | 265 | 178 | 566 |
15 | 6450 | 300 | 200 | 630 |
Attack Damage is the damage of the Basic Attack as tested against the Training Dummy.
Level | HP | Defense | Special Defense | Attack Damage |
---|---|---|---|---|
1 | 3100 | 45 | 40 | 160 |
2 | 3174 | 51 | 44 | 170 |
3 | 3259 | 58 | 48 | 182 |
4 | 3357 | 66 | 53 | 196 |
5 | 4154 | 143 | 118 | 224 |
6 | 4348 | 161 | 132 | 236 |
7 | 4571 | 182 | 149 | 249 |
8 | 4828 | 206 | 168 | 264 |
9 | 5123 | 233 | 190 | 282 |
10 | 5463 | 265 | 215 | 302 |
11 | 5854 | 310 | 244 | 325 |
12 | 6304 | 343 | 277 | 352 |
13 | 6821 | 391 | 315 | 383 |
14 | 7416 | 446 | 359 | 419 |
15 | 8100 | 510 | 410 | 460 |
Attack Damage is the damage of the Basic Attack as tested against the Training Dummy.
Choosing between playing as Scyther or Scizor would drastically change the stat of this Pokemon - it's as if you're playing two Pokemon with one License!
Scyther is more inclined to an assassination playstyle while Scizor prefers to duel with opponents up front! Here are the key differences between Pokemon:
Stat | Scyther | Scizor |
---|---|---|
HP | Lower | Higher |
Defense | Lower | Higher |
Sp. Defense | Lower | Higher |
Attack Damage | Higher | Lower |
Offense | Endurance | Mobility | Scoring | Support |
---|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
Holowear | |
---|---|
![]()
Zirco Trading:
![]() |
![]()
Event:
Season 13 Battle Pass |
![]()
Event:
Season 16 Battle Pass |
Double Hit | |
---|---|
Pokemon | Move |
![]() |
![]() |
Mission: In a single battle, knock out Pokemon from the opposing team marked with Double Hit or Double Hit+ to reset move cooldowns 10 or more times (5/10/20 battles total) |
|
Medals & Points | Rewards |
![]() ![]() |
![]() |
![]() ![]() |
![]() |
![]() ![]() |
![]() |
List of All-Rounder Pokemon Achievements
Upcoming Pokemon | |
---|---|
![]() December 26, 2023 |
All data is based on Season 15 Master Rank Top 100. Last Updated: November 3, 2023 |
Pokemon | Tier | Most Played % | Average Win % |
---|---|---|---|
![]() |
![]() |
21.5% | 74.21% |
![]() |
![]() |
13.8% | 72.89% |
![]() |
![]() |
12.3% | 71.63% |
![]() |
![]() |
10.8% | 77.86% |
![]() |
![]() |
6.2% | 76.50% |
Attacker | All- Rounder |
Supporter | Defender | Speedster |
---|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
Master Rank: Top Ranked Win Rates
All Pokemon Roles | |||||
---|---|---|---|---|---|
![]() |
![]() |
![]() |
|||
![]() |
![]() |
Attack Type | |
---|---|
![]() |
![]() |
![]() |
![]() |
Stat Rankings | |
![]() |
![]() |
![]() |
![]() |
Scizor Guide: Best Builds and Moveset
Genshin Impact Walkthrough & Guides Wiki
Honkai: Star Rail Walkthrough & Guides Wiki
Pokemon Scarlet and Violet (SV) Walkthrough & Guides Wiki
Monster Hunter Rise: Sunbreak Walkthrough & Guides Wiki
Call of Duty Modern Warfare 3 (MW3) Walkthrough & Guides Wiki
Diablo 4 (D4) Walkthrough & Guides Wiki
Starfield Walkthrough & Guides Wiki
Cyberpunk 2077: Phantom Liberty Walkthrough & Guides Wiki
Pokemon UNITE Walkthrough & Guides Wiki
Fire Emblem Heroes (FEH) Walkthrough & Guides Wiki
Super Smash Bros. Ultimate Walkthrough & Guides Wiki
Pokemon Legends: Arceus Walkthrough & Guides Wiki
The Legend of Zelda: Breath of the Wild Walkthrough & Guides Wiki
New Pokemon Snap Walkthrough & Guides Wiki
Hyrule Warriors: Age of Calamity Walkthrough & Guides Wiki
FF7 Remake Walkthrough & Guides Wiki
Elden Ring Walkthrough & Guides Wiki
©2021 Pokémon. ©1995–2021 Nintendo / Creatures Inc. / GAME FREAK inc.
©2021 Tencent.
The copyrights of videos of games used in our content and other intellectual property rights belong to the provider of the game.
The contents we provide on this site were created personally by members of the Game8 editorial department.
We refuse the right to reuse or repost content taken without our permission such as data or images to other sites.