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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 | |
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Scizor Release Date | Scizor Guide |
List of Contents
Scizor Changes (June 19) | |||
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Swords Dance |
• Cooldown incresead from 7s to 8.5s. |
1.7.1.8 | (Scizor): Defense, Sp. Defense, and HP stats are increased. |
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1.7.1.8 | • Boosted Attack (Scyther): Damage is increased from 819 to 945. (+15%) |
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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. |
1.14.1.4 | (Scyther Boosted Attack): Movement speed buff increased from 35% to 40%. Movement speed duration increased from 2s to 3s. |
1.7.1.8 | • Damage is increased from 1045 to 1232. (+18%) |
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1.7.1.8 | • Damage is increased from 3268 to 3877. (+19%) |
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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) |
1.14.1.4 | Damage increased by 10%. |
1.7.1.8 | • Cooldown reduced from 8s to 6s (-2s). Damage is increased by 13%. |
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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) |
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1.8.1.6 | Cooldown increased from 6s to 7s. (+1s) Attack stat boost decreased from 15% to 12%. (-3%) |
1.14.1.4 | Attack stat buff increased from 12% to 20%. |
1.14.2.10 | Cooldown incresead from 7s to 8.5s. |
1.7.1.8 | Damage is increased from 3309 to 4659. (+41%) |
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1.8.1.6 | First attack range reduced by about 30%. Second dash range reduced by about 20%. |
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Scizor | ||
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Role: All-Rounder Attack Type: Melee Damage Type: Physical Difficulty: Intermediate Cost: |
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"Hover above the competition as you punch or slice your way to victory!" |
Top | Jungle | Bottom |
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Tips & Strategies for Every Lane
Strengths | Weaknesses |
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✔︎ Offers two viable playstyles. ✔︎ Straightforward moveset, regardless of evolution. ✔︎ Great in any lane. |
✖︎ Struggles against crowd control moves. ✖︎ Predictable gameplay due to evolutions. |
UNITE License: Scizor |
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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 | |
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- |
Scyther Build
|
Moveset | Held Items | |||
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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% |
Jungle
|
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Emblem Color Combination | Target Emblem Stats | ||||
Brown x6 White x6
|
Positive Stats: • HP • Attack • Critical-Hit Rate Free Negative Stats: • Sp. Atk • Defense • Sp. Def |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
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.
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) |
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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 | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +33 Defense: +30 Sp. Def: +30 HP: +210 |
Top Lane
Bot Lane
|
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Emblem Color Combination | Target Emblem Stats | ||||
Brown x6 White x6
|
Positive Stats: • HP • Attack Free Negative Stats: • Sp. Atk • Defense • Sp. Def |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
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.
Items (Level 30) |
Bullet Punch (Total Damage w/ Swords Dance) (@ Lvl 15) |
Bullet Punch (Healing Per Hit w/ Swords Dance) (@ Lvl 15) |
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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) |
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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 |
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Attack Weight | Attack Weight greatly improves Scizor's overall damage, especially when fully stacked. |
Focus Band | 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. |
Muscle Band | 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 | 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 | 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. |
Resonant Guard | Resonant Guard works particularly well with Scizor's gameplay as it gives the Pokemon a shield whenever it hits opponents. |
Item | Explanation |
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Attack Weight | 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 | Energy Amplifier significantly boosts Scyther's damage output, making it a more proficient assassin. |
Muscle Band | 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 | 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 | Weakness Policy gives Scyther more damage whenever it takes hits from opponents. It also gives a decent amount of Attack and HP. |
Move | Explanation |
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Full Heal | Full Heal allows Scizor/Scyther to perform their combos without getting interrupted by disables or debuffs. |
Eject Button | Eject Button provides Scizor/Scyther a reliable repositioning tool with which they can use to set up their combos. |
X Speed | 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 |
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Dual Wingbeat | 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 | 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 | |
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Although Scyther doesn't have a problem in the early game, its power spike only starts at level 5 where it can learn its primary damage move and decide whether to stay as Scyther or evolve into Scizor. With that, it's best to reach level 5 as fast as possible to get an early power advantage.
Tip: Whether choosing to play as Scyther or Scizor, starting out in the jungle is the fastest way to reach level 5. |
Learned Move at Level 5 | → | Pokemon |
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Dual Wingbeat | → | Scyther |
Bullet Punch | → | Scizor |
Scizor has a unique mechanic that gives players the option to choose one of two evolutions to play for the rest of the game. Initially, they start out as Scyther, but upon reaching level 5, they have the option to stay as Scyther or evolve into Scizor depending on what move they learn.
If they learn Dual Wingbeat, they will remain as Scyther for the rest of the match. If they learn Bullet Punch, Scyther will evolve into Scizor.
Moreover, based on their stats alone, Scyther has more damage but is less durable while Scizor has far better durability but doesn't deal as much damage.
▼ Go to Stats ▼ |
Scizor and Scyther's passive ability, Technician, allows them to deal more damage in quick succession. Each time the Pokemon uses a move, its next Standard Attack will deal two consecutive hits, with the second hit having decreased damage.
To get the most value out of this mechanic, it's best to attack at least once every time the Pokemon uses 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
Scyther's gameplay is that of a typical assassin, knocking out targets with quick bursts of damage using moves and attacks. It will also rely on mobility to get in and out of fights.
Dual Wingbeat is Scyther's main damage tool for taking out opponents. It has two (2) stages of attacks that has powerful mechanics to help the Pokemon deal with opponents.
The first stage has Scyther slash with its claws at the target point and make an X shape, dealing damage to enemies hit by each slash. If the move hits enemies at the center of the X shape, it heals Scyther. This stage is great for slowly depleting opponents' HP without starting a fight.
If the move hits a target in the first stage, it now enters the second stage, becoming a dash move for a duration. When the dash is used, it also deals damage to enemies it hits but deals more damage the lower their HP is. Generally, it's best to use the time window of the this stage to attack opponents and further deplete their HP before finishing them off with the dash.
Although Swords Dance can also work for Scyther, Double Hit is more beneficial for the Pokemon and better suits its assassin gameplay. The move gives Scyther better mobility overall and allows the Pokemon to practically jump from one target to another.
However, the move's most important mechanic is its cooldown reduction. Whenever Scyther knocks out an opponent marked by Double Hit, all of its move cooldowns are reduced (except its Unite Move), allowing the Pokemon to continue its assault and keep knocking out targets. This mechanic is what makes it objectively better for Scyther than Swords Dance.
On top of Double Hit, Scyther can also utilize the movement speed buff from its Boosted Attacks to stay on top of its targets. Moreover, in certain situations, it can also be used to simply give Scyther a burst of speed to escape or traverse the map faster.
Generally, it's best to take out targets one by one instead of diving straight into groups of enemies due to Scyther's low durability. Aim instead for opponents that are isolated from their allies or away from the main fight since Scyther is better suited for 1-on-1 fights.
Furthermore, prioritize low-durability targets first, which are typically Attackers, Supporters, and Speedsters, before attacking the rest.
Scizor's gameplay is that of a typical frontline brawler, spamming moves while staying alive for as long as possible. This is primarily due to Scizor's high defenses, Boosted Attacks, and access to Bullet Punch.
Bullet Punch is Scizor's main damage and survivability tool during fights. Scizor dashes towards the target point, then unleashes a flurry of punches. If it hits an enemy, the move's cooldown is reduced, and Scizor is healed based on the amount of damage it dealt. If the move is used again within a set amount of time, the number of punches and damage dealt increases.
The constant use of Bullet Punch to deal damage and heal Scizor is the core aspect of the Pokemon's gameplay.
Bullet Punch: Scizor Move Effect and Cooldown
Swords Dance is objectively better for Scizor primarily due to its synergy with Bullet Punch. Since one hit builds one charge of Swords Dance, hitting enemies with all punches from Bullet Punch can build up charges and trigger the move's additional effect much faster. Moreover, since Bullet Punch's heal is based on the amount of damage it deals, Swords Dance can improve the healing thanks to its Attack stat increase effect.
Swords Dance: Scizor Move Effect and Cooldown
Level | Defense Increase Per Stack |
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5 | 55 |
10 | 104 |
15 | 202 |
Apart from the healing from Bullet Punch, Scizor can also rely on its Boosted Attacks for survival. Each time Scizor performs a Boosted Attack, its Defense stat increases. This increase stacks up to 3 times. Given this, it's best to perform Boosted Attacks as frequent as possible during fights to stack up on Defense and maintain it.
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
Early Game Burst Combo | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | ||
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Hard Counter | Even Matchup | Easy Matchup |
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 |
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Mamoswine | Rating: ★★★★★ • Can soak a lot of Scizor or Scyther's damage thanks to Thick Fat. • Can break Scizor or Scyther's combos using any of its moves and Boosted Attacks. |
Mr. Mime | Rating: ★★★★ • Can punish Scizor or Scyther's aggression with Power Swap and Psychic or Confusion. • Can interrupt Scizor or Scyther's combos using Showtime! |
Alolan Ninetales | Rating: ★★★★ • Can disrupt Scizor or Scyther's combos while dealing considerable damage using Avalanche and Blizzard. |
Utilizing Scizor or Scyther's distinct playstyles and successfully hitting its combos can help it get the upper hand against these Pokemon.
Ranged, Fragile Pokemon with High Damage |
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How to Beat |
• These Pokemon prefer to keep their distance from opponents when fighting. They also have high damage potential that can be dangerous for Scizor or Scyther. However, they are fragile and can get knocked out by Scizor or Scyther. fast. • When using Scizor, use Double Hit or Swords Dance to get close to them, then follow up with Bullet Punch. Keep using Bullet Punch to sustain HP and deal damage until they fall. • When using Scyther, use Double Hit first to get close to them, then follow up with Dual Wingbeat and attacks to burst them down. • Alternatively, use Red/Green Illusion Dive to initiate a fight and quickly get close to them. |
All-Rounders |
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How to Beat |
• Much like Scizor or Scyther, these Pokemon excel in close combat and rely mostly on their attacks or combos to deal damage. They are also durable enough to tank Scizor or Scyther's damage. • When using Scizor, keep using Bullet Punch to sustain HP and deal damage until they fall. Use Swords Dance for more damage or Double Hit to stay on top of them. • When using Scyther, use Double Hit first to get close to them, then follow up with Dual Wingbeat and attacks to burst them down. • Alternatively, use Red/Green Illusion Dive to initiate a fight. |
High-mobility Pokemon with Burst Damage |
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How to Beat |
• These Pokemon are incredibly agile and deal high burst damage. However, Scizor or Scyther is capable of dealing with them. • When using Scizor, keep using Bullet Punch to sustain HP and deal damage until they fall. Use Swords Dance for more damage or Double Hit to stay on top of them. • When using Scyther, strike first using Double Hit, then follow up with Dual Wingbeat to burst them down. • Alternatively, use Red/Green Illusion Dive to initiate a fight. |
Supporters |
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How to Beat |
• These Pokemon usually stick with their allies and rarely venture alone. Although they themselves pose no threat to Scizor or Scyther, their support capabilities makes them valuable during fights. • It's best to take them out first using Bullet Punch and Swords Dance when using Scizor or Double Hit and Dual Wingbeat when using Scyther. • Alternatively, use Red/Green Illusion Dive to initiate a fight. |
Highly Durable Pokemon |
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How to Beat |
• These Pokemon are extremely durable, making it hard for Scizor to take them out alone. With that, it's best to group up with allies to bring them down with the help of Scizor. • When using Scizor, keep using Bullet Punch to sustain HP and deal damage until they fall. Use Swords Dance for more damage or Double Hit to stay on top of them. • When using Scyther, strike first using Double Hit, then follow up with Dual Wingbeat to burst them down. |
Pokemon that easily fall to Scizor or Scyther's combos are easy targets.
Ranged, Fragile Pokemon with High Damage |
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How to Beat |
• These Pokemon prefer to keep their distance from opponents when fighting. They also have high damage potential that can be dangerous for Scizor or Scyther. However, they are fragile and can get knocked out by Scizor or Scyther. fast. • When using Scizor, use Double Hit or Swords Dance to get close to them, then follow up with Bullet Punch. Keep using Bullet Punch to sustain HP and deal damage until they fall. • When using Scyther, use Double Hit first to get close to them, then follow up with Dual Wingbeat and attacks to burst them down. • Alternatively, use Red/Green Illusion Dive to initiate a fight and quickly get close to them. |
Supporters |
---|
How to Beat |
• These Pokemon usually stick with their allies and rarely venture alone. Although they themselves pose no threat to Scizor or Scyther, their support capabilities makes them valuable during fights. • It's best to take them out first using Bullet Punch and Swords Dance when using Scizor or Double Hit and Dual Wingbeat when using Scyther. • Alternatively, use Red/Green Illusion Dive to initiate a fight. |
Pokemon | Explanation |
---|---|
Mr. Mime Snorlax Tsareena | 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. | |
Pikachu Slowbro Wigglytuff | 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. | |
Blissey | 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!
Fury Cutter
(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. | |
Dual Wingbeat
(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. |
|
Bullet Punch
(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 |
---|---|---|
Dual Wingbeat | → | Scyther |
Bullet Punch | → | Scizor |
Quick Attack
(Lv. 1 or 3) |
Move Type: Dash Damage Type: Physical Cooldown: 8s Starting Damage: 282 Final Damage: Scizor: 351, Scyther: 375 |
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Has the user dash forward, dealing damage to opposing Pokemon it makes contact with along the way. | |
Double Hit
(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. |
|
Swords Dance
(Lv. 7) Upgrade Lv. 13 |
Move Type: Dash, Buff Damage Type: Status Cooldown: 8.5s 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 receives from opposing Pokemon while dashing. |
Green Illusion Dive
(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. | |
Red Illusion Dive
(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. |
Standard Attack | Scyther Becomes a boosted attack every third attack, dealing additional damage and increasing the user's movement speed for a short time. |
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Standard Attack | Scizor 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. |
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Technician |
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 |
---|---|
Scyther (Lv. 1) |
Scizor (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 | |
---|---|
Ranger Style
Zirco Trading:
1200 |
Rider Style
Event:
Season 13 Battle Pass |
Knight Style
Event:
Season 16 Battle Pass |
Wanderer Style
Zirco Trading:
2199 |
Aristocrat Style
Event:
UNITE Club Membership |
Double Hit | |
---|---|
Pokemon | Move |
Scizor | Double Hit |
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 |
Beginner 5 |
Aeos Ticket x100 |
Expert 5 |
Aeos Coin x300 |
Master 10 |
Holowear Ticket x3 |
List of All-Rounder Pokemon Achievements
Upcoming Pokemon | |
---|---|
Tinkaton (December 12, 2024) |
All Pokemon Roles | |||||
---|---|---|---|---|---|
Attackers | All-Rounders | Defenders | |||
Speedsters | Supporters |
Attack Type | |
---|---|
Melee Pokemon | Ranged Pokemon |
Physical Pokemon | Special Pokemon |
Stat Rankings | |
HP Ranking | Defense Ranking |
Sp. Def. Ranking | Basic Attack Ranking |
u r not wrong, that scizor set is my favorite
Scizor Guide: Best Builds and Moveset
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What's the best build and emblems hands down for a scizor main?