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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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List of Contents
Scizor Move Changes (May 11) | |||
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![]() 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. |
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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. |
1.7.1.8 | • 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) |
1.7.1.8 | • 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%) |
1.7.1.8 | 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!" |
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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. |
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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 Jungle Build
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Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +33 Defense: +30 Sp. Def: +30 Critical-Hit Rate: +2.10% |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • Attack • Critical-Hit Rate Free Negative Stats: • Sp. Atk |
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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 is a jungle build for Scyther that centers on pouncing on targets using Double Hit and bursting them down quickly using Dual Wingbeat and attacks. 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.
Attack Weight is Scyther's main damage item, giving it a massive damage boost when fully stacked. It's best to max out on stacks as early as possible. 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. Focus Band makes Scyther more durable and acts as a survivability tool during intense fights.
X Speed gives Scyther the extra mobility to chase targets. However, X Attack is a good alternative for a more offensive build.
The build's Boost Emblem loadout should consist of 6 Brown Emblems for maximum damage and 4 White Emblems for additional HP. Equip Emblems that increase Attack, or Critical-Hit Rate since Scyther needs to maximize its damage output, especially for its attacks. Sp. Atk can be freely traded for the other stats.
Scizor Brawler Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +33 Defense: +30 Sp. Def: +30 Attack Speed: +7.50% |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • HP • Attack Free Negative Stats: • Sp. Atk |
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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 is a well-balanced build for Scizor that involves triggering Sword Dance's effects through the constant use of Bullet Punch.
Muscle Band is Scizor's main brawling item, increasing its attack speed and damage. Razor Claw further improves Scizor's attacks by increasing its damage and giving it a slow effect each time the Pokemon uses a move, which also synergizes well with Bullet Punch's cooldown mechanic. Focus Band allows Scizor to trade blows efficiently during fights by increasing its defenses and acting as a survivability tool when things go bad.
X Speed allows Scizor to stay on top of its targets and helps it get to range for Bullet Punch. For a more offensive build, equip X Attack instead.
The build's Boost Emblem loadout should consist of 6 Brown Emblems for maximum damage and 4 White Emblems for additional HP. Equip Emblems that increase Attack, or HP for well-balanced stats. Sp. Atk can be freely traded for the other stats.
Scizor High Sustain Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +30 Defense: +30 Sp. Def: +30 Attack Speed: +7.50% HP: +210 |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • HP • Attack Free Negative Stats: • Sp. Atk |
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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 is a build for Scizor that has the Pokemon assume the tank role and hold the front lines for its teammates. It makes use of Bullet Punch's cooldown mechanic and healing effect to allow Scizor to take the bulk of the damage in the frontlines during fights.
Muscle Band is Scizor's main farming tool, improving its Standard Attack damage and attack speed. Weakness Policy allows Scizor to convert the damage it takes into a damage boost for itself. It also gives a decent Attack and HP boost. Focus Band increases Scizor's durability and acts as a fail-safe tool for dangerous situations.
Potion synergizes well with Scizor's innately high durability since it scales with the Pokemon's max HP. Combining the item with the HP recovery from Bullet Punch allows Scizor to keep fighting for much longer.
The build's Boost Emblem loadout should consist of 6 White Emblems for maximum HP and 4 Brown Emblems more Attack damage. Equip Emblems that increase Attack, or HP for a good mix of offense and defense. Sp. Atk can be freely traded for the other stats.
Scyther Wingbeat Burst Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +33 Critical-Hit Rate: +2.10% Cooldown: -4.50% Unite Move Charge Rate: +6% |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • Attack • Critical-Hit Rate Free Negative Stats: • Sp. Atk |
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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 makes use of a variety of damage amplification items to allow Scyther to quickly burst down targets with Double Hit and Dual Wingbeat. It's best used in the jungle since Scyther will have no defensive items.
Attack Weight provides a massive permanent damage boost to Scyther's moves and attacks, especially when fully stacked. Razor Claw improves Scyther's attacks by increasing its damage and giving it a slow effect each time the Pokemon uses a move. Energy Amplifier acts as a damage catalyst by increasing its damage output by a large percentage for a duration.
X Speed gives Scyther the mobility to chase or escape enemies. However, X Attack also fits well with the build, making it an all-in damage build.
The build's Boost Emblem loadout should consist of 6 Brown Emblems for maximum damage and 4 White Emblems for additional HP. Equip Emblems that increase Attack, or Critical-Hit Rate to further improve Scyther's damage output. Sp. Atk can be freely traded for the other stats.
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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Assault Vest offers extra protection from burst moves enemy Sp. Attackers deal. It also gives extra HP, increasing Scizor's survivability in combat |
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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. |
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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. |
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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. |
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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. |
Scizor's items focus more on improving the Pokemon's durability when positioned at the front lines of team fights. You can freely trade offense for extra time in the brawl and deal more Bullet Punch activations.
Item | Explanation |
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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. |
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Float Stone will be beneficial for Scyther, especially when going for the jungler role. The extra attack and movement makes it easier to farm Wild Pokemon and roam the map, respectively. |
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Scope Lens is best equipped by Scyther as it will greatly benefit from the increase in damage to take down its targets fast. The item also enhances the Pokemon's ganking capabilities. |
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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. |
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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. |
Because Scyther has fewer defensive stats than Scizor, you would want to equip items that further increase its damage output to compensate for its low survivability. Focus on bursting down opponents before they can counter.
Move | Explanation |
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X Speed provides a more consistent way of getting a boost in movement speed. It also allows you to break away from disables if you get pinned down. |
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X Attack further increases the Pokemon's overall damage output when used. The item is great for squeezing out just enough damage for getting knockdowns. |
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Potion gives you a quick and easy way to recover loss HP in the heat of combat. This allows you to stay in the fight much longer. |
Move | Explanation |
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Bullet Punch offers both consistent damage and HP recovery when you manage to stick to targets. This turns Scizor into a full-on tank that can take and deal hits effectively. |
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Swords Dance provides a shorrt dash that also increases Scizor's Attack stat. It also allows you to deal massive damage when you reach a certain amount of attacks, which synergizes well with your damage move. |
This moveset allows Scizor to dominate the frontline with consistent damage and HP recovery. You can opt for Double Hit instead if you prefer to increase Scizor's dash range.
Learning Dual Wingbeat ensures that you will evolve to Scyther and that you are dealing the most damage. Do this if you want to focus on dealing burst damage to the opponent. Double Hit has an extensive range and is great for hit-and-run tactics. Choose Swords Dance if you want to trade dash for more damage.
Let us know your thought in the comments!
Jump to Section | |
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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 |
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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 |
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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 |
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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 | |
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Quick Attack
►
Standard Attack
►
Fury Cutter
►
Standard Attack
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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
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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
~ |
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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
~ |
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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
~ |
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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
~ |
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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. |
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Matchup Notes | ||
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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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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. |
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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. |
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Rating: ★★★★ • Can punish Scizor or Scyther's aggression with Power Swap and Psychic • Can interrupt Scizor or Scyther's combos using Showtime! |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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How to Beat |
• Bait and dodge their disabling moves, then burst them down. • Use Red Illusion Dive / Green Illusion Dive to initiate. |
Supporters |
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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 |
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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. | |
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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. | |
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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 Total Damage: 682 (Per Hit: 310 + 372) / 809 (Per Hit: 368 + 441) |
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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 Total Damage: 2084 (X Hit: 579 x2, Dash: 579 + 347) / 4208 (X Hit: 1169 x2, Dash: 1169 + 701) |
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 Total Damage: First: 779 (Per Hit: 487, 146 x2), Second: 925 (Per Hit: 487, 146 x3), Third: 1071 (Per Hit: 487, 146 x4) / First: 1330 (Per Hit: 832, 249 x2), Second: 1579 (Per Hit: 832, 249 x3), Third: 1828 (Per Hit: 832, 249 x4) |
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 |
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![]() (Lv. 1 or 3) |
Move Type: Dash Damage Type: Physical Cooldown: 8s Total Damage: 282 / 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. | |
![]() (Lv. 7) Upgrade Lv. 13 |
Move Type: Dash Damage Type: Physical Cooldown: 7s Total Damage: Scizor: 587, Scyther: 754 / Scizor: 880, 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 |
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 Total Damage: 1875 (Hit: 625, Dash: 625, Illusion: 625) / 2745 (Hit: 915, Dash: 915, Illusion: 915) |
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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.
After using Green Illusion Dive, the Pokemon gains the following buff(s) for a few seconds: Shield granted. Movement speed increase for a short time. |
|
![]() (Lv. 9) |
Move Type: Sure hit Damage Type: Physical Cooldown: 124s Total Damage: 3375 (Hit: 701 + 1060, Punch: 212, Illusion: 701, Slam: 701) / 4659 (Hit: 967 + 1465, Punch: 293, Illusion: 967, Slam: 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.
After using Red Illusion Dive, the Pokemon gains the following buff(s) for a few seconds: Shield granted. Movement speed increase for a short time. Reducing move cooldowns for a short time |
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![]() 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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![]() 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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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. |
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1st Evolution | Final Evolution |
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![]() (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 |
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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 |
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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 |
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HP | Lower | Higher |
Defense | Lower | Higher |
Sp. Defense | Lower | Higher |
Attack Damage | Higher | Lower |
Offense | Endurance | Mobility | Scoring | Support |
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Holowear | |
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Zirco Trading:
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Event:
Season 13 Battle Pass |
Upcoming Pokemon | |
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![]() June 08, 2023 |
![]() July 2023 |
All data is based on Season 11 Master Rank Top 100. Last Updated: May 30, 2023 |
Pokemon | Tier | Most Played % | Average Win % |
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22% | 75% |
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17% | 73% |
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12% | 78% |
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8% | 75% |
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8% | 73% |
Attacker | All- Rounder |
Supporter | Defender | Speedster |
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Master Rank: Top Ranked Win Rates
All Pokemon Roles | |||||
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Attack Type | |
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Stat Rankings | |
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Scizor Guide: Best Builds and Moveset
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