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212 - Scizor

  Type Ability


(1) Swarm
(2) Technician
(HA) Light Metal

Evolutions


Scyther
Use Metal Coat
Scizor

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak

















 

Stats

HPATKDEFSPASPDSPEBST
70130100558065500

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Psycho Cut 90 100 10 Priority: 0. User's critical hit rate is one level higher when using this move.
1 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
1 Quick Attack 40 100 20 Priority: 1. Inflicts regular damage.
1 False Swipe 40 100 30 Priority: 0. Will not reduce the target's HP below 1.
4 Focus Energy None None 20 Priority: 0. User's critical hit rate is two levels higher until it leaves the field. If the user has already used focus energy since entering the field, this move will fail.

This effect is passed on by baton pass.
7 Detect None None 5 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail.

If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail.
10 Vacuum Wave 40 100 30 Priority: 1. Inflicts regular damage.
13 Feint 30 100 10 Priority: 2. Removes the effects of detect or protect from the target before hitting.

This move cannot be copied by mirror move, nor selected by assist or metronome.
16 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
19 Pursuit 40 100 20 Priority: 0. If the target attempts to switch out this turn before the user acts, this move hits the target before it leaves and has double power.

This effect can still hit a Pokémon that switches out when it has a substitute up or when an ally has used follow me.
22 Wing Attack 60 100 35 Priority: 0. Inflicts regular damage.
25 Quick Guard None None 15 Priority: 3. Moves with priority greater than 0 will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail.

This move cannot be selected by assist or metronome.
28 Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
28 Night Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
31 Metal Claw 50 95 35 Priority: 0. Has a 10% chance to raise the user's Attack one stage.
35 Double Hit 35 90 10 Priority: 0. Hits twice in one turn.
39 Air Slash 75 95 10 Priority: 0. Has a 30% chance to make the target flinch.
43 Bug Bite 60 100 20 Priority: 0. If the target is holding a berry, the user takes the berry and uses it immediately.

If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect.

If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
47 Steel Wing 70 90 25 Priority: 0. Has a 10% chance to raise the user's Defense one stage.
51 Reversal None 100 15 Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP
55 Bullet Punch 40 100 20 Priority: 1. Inflicts regular damage.
59 Double-Edge 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.
63 Crabhammer 100 90 10 Priority: 0. User's critical hit rate is one level higher when using this move.
67 Close Combat 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM1 Hone Claws None None 15 Priority: 0. Raises the user's Attack and accuracy by one stage.
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day None None 5 Priority: 0. Changes the weather to sunshine for five turns.
TM15 Hyper Beam 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM16 Light Screen None None 30 Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM31 Brick Break 75 100 15 Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM37 Sandstorm None None 10 Priority: 0. Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon's original Special Defense is raised by 50% for the duration of this effect.
TM40 Aerial Ace 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM54 False Swipe 40 100 30 Priority: 0. Will not reduce the target's HP below 1.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM62 Acrobatics 55 100 15 Priority: 0. If the user has no held item, this move has double power.
TM63 Brutal Swing 60 100 20 Priority: 0. Inflicts regular damage.
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM75 Swords Dance None None 20 Priority: 0. Raises the user's Attack by two stages.
TM76 Bug Buzz 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM81 X-Scissor 80 100 10 Priority: 0. The user's critical hit rate is boosted one stage when using this move.
TM89 U-turn 70 100 20 Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain.
TM9 Venoshock 65 100 15 Priority: 0. If the target is poisoned, this move has double power.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM91 Flash Cannon 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM94 Rock Smash 55 100 15 Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM1 Cut 50 95 30 Priority: 0. High Critical Ratio
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Bug Bite 60 100 20 Priority: 0. If the target is holding a berry, the user takes the berry and uses it immediately.

If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect.

If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
Tutor Iron Head 80 100 15 Priority: 0. Has a 30% chance to make the target flinch.
Tutor Iron Defense None None 15 Priority: 0. Raises the user's Defense by two stages.
Tutor Superpower 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Knock Off 65 100 20 Priority: 0. Target loses its held item.
Tutor Tailwind None None 15 Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field.
Tutor Roost None None 10 Priority: 0. Heals the user for half its max HP. If the user is flying, its flying type is ignored until the end of this turn.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Pre-Evolution Moves

Species Method Move
Scyther Lvl 63 Baton Pass
Scyther Lvl 55 Dual Wingbeat
Scyther Lvl 47 Fury Cutter
Scyther Lvl 31 Struggle Bug

Encounter Locations

Location   Level Spawn Percent
Pinwheel Forest - Inside Shaking Grass 68 5.0