Pokemon UNITE

Scizor Guide: Best Builds and Moveset

Pokemon UNITE - Scizor Guide Builds Best Items and Moveset

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
Scizor Release Date Top BannerScizor Release Date Scizor Builds Top BannerScizor Guide

Scizor Latest Nerfs & Buffs (3/12)

Version 1.14.1.4 Patch Notes

Scizor Move Changes (March 12)
Swords Dance Image
Swords Dance
• Attack stat buff increased from 12% to 20%.
Dual Wingbeat Image
Dual Wingbeat
• Damage increased by 10%.
Standard Attack Image
Standard Attack (Scyther Boosted Attack)
• Movement speed buff increased from 35% to 40%.
• Movement speed duration increased from 2s to 3s.

Stat Updates

1.7.1.8 (Scizor): Defense, Sp. Defense, and HP stats are increased.

Standard Attack

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.
1.14.1.4 (Scyther Boosted Attack): Movement speed buff increased from 35% to 40%. Movement speed duration increased from 2s to 3s.

Double Hit

1.7.1.8 • Damage is increased from 1045 to 1232. (+18%)

Dual Wingbeat

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)
1.14.1.4 Damage increased by 10%.

Bullet Punch

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.

Swords Dance

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%)
1.14.1.4 Attack stat buff increased from 12% to 20%.

Red Illusion Dive

1.7.1.8 Damage is increased from 3309 to 4659. (+41%)

Green Illusion Dive

1.8.1.6 First attack range reduced by about 30%. Second dash range reduced by about 20%.

Scizor Basic Info

Scizor
Scizor.jpg
Tier Rating: A Rank Icon

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!"

Pokemon Unite Tier List

Scizor Best Lanes

Top Icon.pngTop Jungle Icon.pngJungle Bot Icon.pngBottom
4 Stars.png
5 Stars.png
4 Stars.png

Tips & Strategies for Every Lane

Strengths and Weaknesses

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.

Scizor Cost and Price

Pokemon UNITE - Scizor available now for Coins

Pokemon UNITE - Scizor UNITE License IconUNITE License: Scizor
Aeos Coin Icon 14,000
Aeos Gems 575

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!

Best Builds for Scizor & Scyther

Scizor and Scyther Builds
-

Scyther Build

Scyther Build
Pokemon UNITE - Best Build Icon
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%
Pokemon UNITE - Jungle Recommendation Yes Jungle
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.

Scyther 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.

Scyther Build Damage Test

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

Scizor Build
Moveset Held Items
Battle Item
Item Effects
(at Level 30)
Recommended Lane
Attack: +33
Defense: +30
Sp. Def: +30
HP: +210
Pokemon UNITE - Top Lane Recommendation Yes Top Lane
Pokemon UNITE - Bot Lane Recommendation Yes Bot Lane
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.

Scizor 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.
  • Resonant Guard can be a replacement for Focus Band as the defensive item. It works nicely with Bullet Punch.
  • 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.

Scizor Build Damage and Healing Test

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.

Scizor Best Items & Moveset

Best Held Items

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.

List of All Held Items

Scizor Held Items

Item Explanation
Attack Weight.pngAttack Weight Attack Weight greatly improves Scizor's overall damage, especially when fully stacked.
Focus Band.pngFocus 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.pngMuscle 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.pngRazor 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.pngWeakness 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.pngResonant Guard Resonant Guard works particularly well with Scizor's gameplay as it gives the Pokemon a shield whenever it hits opponents.

Scyther Held Items

Item Explanation
Attack Weight.pngAttack 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.pngEnergy Amplifier Energy Amplifier significantly boosts Scyther's damage output, making it a more proficient assassin.
Muscle Band.pngMuscle 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.pngRazor 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.pngWeakness Policy Weakness Policy gives Scyther more damage whenever it takes hits from opponents. It also gives a decent amount of Attack and HP.

Best Battle Items

Move Explanation
Full Heal ImageFull Heal Full Heal allows Scizor/Scyther to perform their combos without getting interrupted by disables or debuffs.
Eject Button ImageEject Button Eject Button provides Scizor/Scyther a reliable repositioning tool with which they can use to set up their combos.
X Speed ImageX 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.

List of Battle Items

Best Moveset

Move Explanation
Dual Wingbeat ImageDual 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 ImageDouble 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.

Which Moveset Do You Think is Best for Scizor?

Dual Wingbeat & Double Hit 31
Votes
Dual Wingbeat & Swords Dance 4
Votes
Bullet Punch & Double Hit 29
Votes
Bullet Punch & Swords Dance 130
Votes

Let us know your thought in the comments!

Previous Poll Result

Dual Wingbeat & Double Hit 220
Votes
Dual Wingbeat & Swords Dance 28
Votes
Bullet Punch & Double Hit 50
Votes
Bullet Punch & Swords Dance 357
Votes

How to Play Scizor

Jump to Section

Reach Level 5 Quickly

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.

Learn Scyther and Scizor Differences

Learned Move at Level 5 Pokemon
Dual Wingbeat ImageDual Wingbeat ScytherScyther
Bullet Punch ImageBullet Punch ScizorScizor

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 ▼

Use Standard Attacks Between Moves

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

Play as an Assassin with Scyther

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.

Burst Down Opponents Using Dual Wingbeat

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.

Best Paired with Double Hit

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.

Utilize the Movement Speed Buff from Boosted Attacks

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.

Try to Take Out Targets One by One

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.

Fight in the Frontlines with Scizor

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.

Sustain HP Using 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

Best Paired with Swords Dance

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

Utilize the Defense Increase from Boosted Attacks

Level Defense Increase Per Stack
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.

Burst Down Isolated Targets with Green Illusion Dive

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

Fight Through a Brawl with Red Illusion Dive

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

Scizor Progression and Leveling Guide

Top or Bottom Lane Guide

Level 1 to 5

  • Secure as many Wild Pokemon as you can and get EXP to reach level 5.
  • Once at level 5, learn Dual Wingbeat to remain as Scyther or Bullet Punch to evolve into Scizor.
  • Continue to farm wild Pokemon and level up, defend the lane, score points, and knock out opponents.

Level 6 to 9

  • Once at level 7, learn Double Hit if you selected Dual Wingbeat, or Swords Dance if you selected Bullet Punch, and start to get aggressive.
  • Continue to farm wild Pokemon, defend the lane, score points, and knock out opponents to level up.
  • Help your allies secure Regieleki and/or Regice, Registeel, or Regirock.
  • Once at level 9, learn Green/Red Illusion Dive to get all moves.

Level 10+

  • Continue to farm and level up.
  • Stick with allies to defend or push lanes, secure objectives, and win teamfights.
  • Reach at least level 13 on or before Rayquaza spawns for a full-upgraded moveset.
  • Help your allies win a team fight and secure Rayquaza.
  • After securing Rayquaza, just score points to gain the score lead, then immediately return to base and just defend the remaining goal zones until the match ends.

Jungle Guide (Recommended Only for Scyther)

Level 1 to 5

  • Clear the first wave of jungle camps and level up to level 5 with the help of Fury Cutter and Quick Attack.
  • Once at level 5, learn Dual Wingbeat to stay as Scyther.
  • Help the top or bottom lane by securing the Altaria and Swablu camps, knocking out opponents, and scoring points.

Level 6 to 9

  • Clear the second wave of jungle camps to reach level 7 and get Double Hit.
  • At the 8:00 minute mark, go to the center of the map and secure the Altaria and Swablu camps.
  • At the 7:20 minute mark, go to the bottom lane and help secure the Altaria and Swablu camps, knock out opponents, and score points.
  • Once at level 9, learn Green Illusion Dive.
  • At the 7:00 minute mark, help allies secure Regice, Registeel, or Regirock.
  • Afterwards, try to secure Regieleki on the top lane if it's still there.

Level 10+

  • Stick with allies to defend or push lanes, secure objectives, and win teamfights.
  • Reach at least level 13 on or before Rayquaza spawns for a fully-upgraded moveset.
  • Help your allies win a team fight and secure Rayquaza.
  • After securing Rayquaza, just score points to gain the score lead, then immediately return to base and just defend the remaining goal zones until the match ends.

Scizor and Scyther Combos

Early Game Burst Combo

Early Game Burst Combo
Quick Attack IconStandard Attack IconFury Cutter IconStandard Attack Icon ~
Quick AttackStandard AttackFury CutterStandard 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.

Scyther Combos

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

Quick Cut Combo
Dual Wingbeat IconQuick Attack IconStandard Attack Icon x2 ► Dual Wingbeat Icon (Second Activation) ► Standard Attack Icon ~
Dual WingbeatQuick AttackStandard 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

Dash and Slice Combo
Swords Dance IconStandard Attack Icon x2 ► Dual Wingbeat IconStandard Attack Icon x2 ► Dual Wingbeat Icon (Second Activation) ► Standard Attack Icon ~
Swords DanceStandard Attack x2 ► Dual WingbeatStandard 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-Slash Combo

Ultimate Multi-Cut Combo
Swords Dance Icon or Double Hit IconStandard Attack IconGreen Illusion Dive IconStandard Attack IconDual Wingbeat Icon x2 ► Green Illusion Dive IconStandard Attack Icon ~
Swords Dance or Double HitStandard AttackGreen Illusion DiveStandard AttackDual Wingbeat x2 ► Green Illusion DiveStandard 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.

Scizor Combos

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

Quick Punch Combo
Bullet Punch IconStandard Attack IconQuick Attack IconStandard Attack Icon x4 ►Repeat
Bullet PunchStandard AttackQuick AttackStandard Attack x4 ► Bullet Punch ►Repeat
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

Dash and Jab Combo
Double Hit Icon or Swords Dance IconStandard Attack IconBullet Punch IconStandard Attack Icon x4 ► Double Hit Icon or Swords Dance Icon (Optional) ► Bullet Punch IconStandard Attack Icon ~
Double Hit or Swords DanceStandard AttackBullet PunchStandard Attack x4 ► Double Hit or Swords Dance (Optional) ► Bullet PunchStandard 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

Ultimate Haymaker Combo
Swords Dance IconStandard Attack IconRed Illusion Dive IconBullet Punch IconStandard Attack Icon x2 ► Red Illusion Dive Icon (Second Activation) ► Standard Attack IconBullet Punch IconSwords Dance IconStandard Attack Icon ~
Swords DanceStandard AttackRed Illusion DiveBullet PunchStandard Attack x2 ► Red Illusion Dive (Second Activation) ► Standard AttackBullet PunchSwords DanceStandard 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.

Matchups & Counters for Scizor

Hard Counter
Alolan NinetalesClefableMamoswineMr. MimeSnorlaxTrevenantWigglytuff
Fair Matchup
AbsolAegislashAzumarillBlastoiseBlazikenBlisseyBuzzwoleCharizardCinderaceCrustleDelphoxDodrioDragapultDragoniteEldegossEspeonGarchompGengarGlaceonGoodraGreedentGreninjaGyaradosHoopaInteleonLaprasLeafeonLucarioMachampMega Mewtwo XMega Mewtwo YMeowscaradaMetagrossMewMimikyuMiraidonPikachuSlowbroSylveonTalonflameTsareenaTyranitarUmbreonUrshifuVenusaurZacianZeraoraZoroark
Good Matchup
ChandelureComfeyCramorantDecidueyeDuraludonGardevoirSableye
Matchup Notes
Hard CounterHard Counter Even MatchupEven Matchup Easy MatchupEasy 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.

Hard Counter with Crowd Control

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.

Best Counters

Pokemon Explanation
Mamoswine ImageMamoswine 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 ImageMr. 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 ImageAlolan Ninetales Rating: ★★★★
• Can disrupt Scizor or Scyther's combos while dealing considerable damage using Avalanche and Blizzard.

Even Matchups for Scizor

Utilizing Scizor or Scyther's distinct playstyles and successfully hitting its combos can help it get the upper hand against these Pokemon.

Close the Gap

Ranged, Fragile Pokemon with High Damage
Cinderace Image Delphox Image Dragapult Image Espeon Image Glaceon Image Greninja Image Inteleon Image Mega Mewtwo Y Image Mew Image Miraidon Image Pikachu Image Sylveon Image Venusaur Image
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.

Sustain Through Their Damage or Burst Them Down

All-Rounders
Aegislash Image Azumarill Image Blaziken Image Buzzwole Image Charizard Image Dragonite Image Garchomp Image Gyarados Image Lucario Image Machamp Image Mega Mewtwo X Image Metagross Image Mimikyu Image Tsareena Image Tyranitar Image Urshifu Image Zacian Image
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.

Sustain Through Their Damage or Strike First

High-mobility Pokemon with Burst Damage
Absol Image Dodrio Image Gengar Image Leafeon Image Meowscarada Image Talonflame Image Zeraora Image Zoroark Image
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.

Take Them Out First

Supporters
Eldegoss Image Hoopa Image
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.

Easy Matchups for Scizor

Pokemon that easily fall to Scizor or Scyther's combos are easy targets.

Close the Gap

Ranged, Fragile Pokemon with High Damage
Chandelure Image Cramorant Image Decidueye Image Duraludon Image Gardevoir Image
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.

Take Them Out First

Supporters
Comfey Image Sableye Image
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.

Best Teammates for Scizor

Pokemon Explanation
Mr. Mime ImageMr. Mime Snorlax ImageSnorlax Tsareena ImageTsareena 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 ImagePikachu Slowbro ImageSlowbro Wigglytuff ImageWigglytuff 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 ImageBlissey 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!

Friend Request Board

Scizor Moves

Move Slot 1 (R)

Fury Cutter ImageFury 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 ImageDual 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 ImageBullet 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.

Stay as Scyther or Evolve to Scizor

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 ImageDual Wingbeat ScytherScyther
Bullet Punch ImageBullet Punch ScizorScizor

Move Slot 2 (ZR)

Quick Attack ImageQuick Attack
(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.
Double Hit ImageDouble 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 ImageSwords Dance
(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 receives from opposing Pokemon while dashing.

Unite Moves (ZL)

Green Illusion Dive ImageGreen 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 ImageRed 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

Pokemon UNITE - Standard Attack IconStandard Attack
Scyther IconScyther

Becomes a boosted attack every third attack, dealing additional damage and increasing the user's movement speed for a short time.
Pokemon UNITE - Standard Attack IconStandard Attack
Pokemon UNITE - Scizor IconScizor

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.

Ability (Passive)

Technician ImageTechnician 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.

Scizor Stats & Evolutions

Scizor Evolutions

1st Evolution Final Evolution
Scyther.pngScyther
(Lv. 1)
Scyther.pngScizor
(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!

Scyther / Scizor Stats

Scyther Stats

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.

Scizor Stats

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.

Major Stat Differences

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

Scizor In-Game Stat Listings

Offense Endurance Mobility Scoring Support
4.5 Stars.png 2.5 Stars.png 4 Stars.png 2 Stars.png 1 Star.png

Scizor Skins (Holowear)

Holowear
ScizorRanger StyleRanger Style
Zirco Trading:
Aeos Gems 1200
ScizorRider StyleRider Style
ScizorKnight StyleKnight Style
ScizorWanderer StyleWanderer Style
Zirco Trading:
Aeos Gems 2199

All Pokemon Skins (Holowear)

Scizor Character Spotlight

Scizor Achievements

Double Hit Achievement

Double Hit
Pokemon Move
Scizor ImageScizor Double Hit ImageDouble 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
Pokemon UNITE - Beginner Achievement Medal Beginner
Pokemon UNITE - Achievement Points.png 5
Aeos Ticket IconAeos Ticket x100
Pokemon UNITE - Expert Achievement Medal Expert
Pokemon UNITE - Achievement Points.png5
Aeos Coin IconAeos Coin x300
Pokemon UNITE - Master Achievement Medal.png Master
Pokemon UNITE - Achievement Points.png10
Holowear Ticket IconHolowear Ticket x3

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(April 25, 2024)
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Top 5 Master Rank Picks & Win Rate

All data is based on Season 18 Master Rank Top 100.
Last Updated: April 16, 2024
Pokemon Tier Most Played % Average Win %
Pokemon UNITE - MeowscaradaMeowscarada S Tier 10.2% 71.33%
Pokemon UNITE - ZoroarkZoroark SS Tier 8.5% 73.80%
Pokemon UNITE - Miraidon Icon EXMiraidon OP Tier 6.8% 81%
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Pokemon UNITE - Hoopa IconHoopa S Tier 6.8% 76%

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Supporter Defender Speedster
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Comment

37 Yg. Jgh10 days

My cousin loves using scyther (not scizor)

36 Anonymous14 days

I really think that dual wing beat is the way to go even though the final smash is weaker Also this was really helpful and I main syrher

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