Scizor, The Pincer Pokémon. Its body is like steel. Its tough, heavy pincers are more suited to smashing enemies than grabbing them. Once it has identified something as an enemy, it will continue beating them with its steel-hard pincers until there’s nothing left but scraps.
Overview
Scizor is a powerful threat, known for its powerful priority moves. However Scizor is more than just a priority spammer, boasting some solid defense for such an offensive Pokémon, allowing it to pivot and sponge hits as well as make use of its strong support movepool. All of this makes Scizor a powerful threat that can fill a few roles on a team, from a tank that deals decent damage to a sweeper.
Positives
+ Ability - Scizor is a Pokémon that is defined by its ability, Technician. This allows Scizor to act as a powerful revenge killer or sweeper most of the time, but can even be a pivot with niche moves such as Pursuit and Knock Off to apply pressure on switch ins or punish switching out.
+Typing - Scizor shares typing with only two other Pokémon, Forretress & Genesect. With how strong Forretress is defensively, it's not surprising that Scizor's typing is a major selling point. Steel/Bug has only one weakness, 4x Fire while having resistance to common types such as Fairy and Steel while being neutral to Rock, Ground, and Fighting. This combos really well with Scizor's offensive base stats, allowing it to act as a powerful offensive pivot.
Negatives
-Speed - Sadly for Scizor, it loses its speed on evolution, being its major weak point. With 65 base speed and being tanky, but not tanky enough to sponge a lot of abuse, Scizor can be easy to clean up before it can get going, but you need to be wary of Bullet Punch.
-Predictable - With how Scizor's stats and movepool lend itself, Scizor is really predictable. This means Scizor will due one or two things, both of which are similar, makes it easy to play around and handle.
Abilities
Swarm - Raises Bug moves by 1.5% when below 33% health - Scizor's weakest ability, Swarm is inferior offensively to Technician and held back by its activation period, being almost KOed
Technician - Increases move power of moves with a base power of 60 or less by 50% - This ability has carried Scizor's to success, giving Scizor some of the best priority in the game behind Talonflame and Arceus. Scizor also has a wide movepool boosted by this ability including Bug Bite, Knock Off, Rock Smash, Pursuit, and Quick Attack
Light Metal - Halves the users weight - Decent overall, this halves the damage of Low Kick which is nice, being the best option for Scizor before Mega Evolving
Movesets
Choice Band
-Bullet Punch
-U-Turn
-Superpower
-Knock Off
Item Attached: Choice Band/Assault Vest
Ability: Technician
EVs and Nature:
252 Atk/4 SpDef/252 Spd
Adamant Nature
With Scizor's offensive stats and strong ability in Technician, Scizor makes amazing use of a Choice Band. Bullet Punch is the main STAB move, having 120 base power from Technician boost and STAB bonus. U-Turn is the secondary STAB and safest move, allowing Scizor to scout for momentum and still hit really hard. Superpower is a strong Fighting coverage option, hitting Steel types for at least neutral, stopping threats such as Cobalion from walling Scizor. Knock Off is a strong final option, removing held items is always strong, and hit Ghost and Psychics hard on switching in, namely things like Jellicent and Chandelure. Lastly an Assault Vest is an option for being more tanky, running the same moves, but forgoes the raw power of Choice Band Scizor.
Bulky Swords Dance
-Bug Bite
-Defog/Roost
Item Attached: Leftovers
Ability: Technician
EVs and Nature:
248 HP/124 Def/136 SpDef
Adamant Nature
Making use of Scizor's strong stats, Scizor can aim for a sweep with Swords Dance, boosting its Attack immensely. Bullet Punch is the main way Scizor will sweep, bypassing its low speed. Bug Bite is the next STAB, gaining a boost from Technician as well. U-Turn is an option however to scout and build momentum. The last slot is open to Roost, for healing off damage while boosting with Swords Dance, or Defog to remove hazards.
Other Options
-Pursuit - Another option over secondary moves such as Knock Off and Bug Bite, Pursuit allows Scizor act similar to Tyranitar in OU, trapping Psychic and Ghost threats. This is very useful with new threats like Latias and still takes large health chunks out of other neutral threats like Haxorus.
Partners
Wash Rotom - With access to Volt Switch and Water typing, Rotom Wash is a nice defensive partner for Scizor. Rotom Wash can sponge up bulky Waters that give Scizor trouble and threaten to KO them with its Electric STAB. Volt Switch is a switch has good synergy with U-Turn on Scizor to make a strong scouting core as well as create momentum. Keldeo/Terrakion - Both Keldeo and Terrakion work really well with Scizor due to Pursuit. This allows for a mini core similar to the dominant Keldeo/Tyranitar/Landorus core from BW 2, due to Scizor trapping the Psychic and Ghosts that wall Keldeo and Terrakion.
VGC, Double, & Triple Battle Options
Scizor was a dominant force in many past VGC formats, but sadly, things have started to turn. This fan-favorite bug was a common Pokemon leading up to 2016, and it was even an underrated choice in the craziness of VGC 2016 due to its ability to take hits from Xerneas and Primal Kyogre’s weather erasing its only weakness. The past couple years have really hit Scizor hard though. While Mega Charizard-Y, Heatran, and Heat Wave Zapdos are as common as ever (and Incineroar should see even more usage once it gets Intimidate), the Tapus have given Scizor new trouble, especially Tapu Lele’s Psychic Terrain. Scizor has traditionally been great against fairies like Mega Gardevoir in VGC, but its Bullet Punch does neutral damage to Tapu Koko (who can do a lot in return with its electric moves) and Tapu Fini. More importantly, Tapu Lele is a huge problem, as its Psychic Terrain simply blocks Bullet Punch against targets on the ground. .
The Tinsect
-Bullet Punch
-Bug Bite
-Swords Dance
-Protect
Item Attached: Life Orb
Ability: Technician
EVs and Nature:
252 HP / 252 Atk / 4 SpD
Adamant Nature
Normally we do separate doubles sets for a mega and non-mega, but Scizor and its mega-evolution are essentially the same set. Mega Scizor is naturally better overall due to better bulk and a bit higher speed, but non-mega Scizor can actually do more damage since it can hold a Life Orb. The mega is my personal preference, but Life Orb Scizor can still be useful if you already have a mega on the team, or need a bit more power to pick up a KO on a certain target. Maximum attack with an Adamant nature helps Scizor hit hard with its high base attack. More speed can be added depending on what speed control you have to support Scizor, but max HP is typically where trainers start from to let Scizor take hits well. Technician is a fantastic ability that boosts a number of Scizor’s moves, especially Bullet Punch.
Bullet Punch is very strong for a priority move with the Technician and STAB boosts. Bug Bite also receives a Technician boost, and it incredibly useful to steal many of the common pinch berries to prevent an opponent from recovering. Swords Dance negates an opponent switching in an Intimidate Pokemon, and Scizor often finds opportunities to set it up thanks to its great defensive typing and good bulk. Protect keeps Scizor safe from fire attacks to allow a teammate to deal with the threat, stalls out opposing speed control, dodges Fake Out, or simply scouts for a turn.
Other Options & Team Ideas
-Choice Band adds a bit more power and can open up another moveslot or two for attacks, but it can be tricky to use if Scizor is in a bad spot against a fire type since you cannot Protect.
-Lum Berry and Safety Goggles were traditionally two useful items on Scizor, but do not have as much effectiveness any more. Lum Berry would help with status moves, especially burns, but Tapu Fini’s Misty Terrain has made Lum Berry much less common. Still, if you do not have a Fini on the team and fear Will-O-Wisp or Scald burns, this berry can be considered. Safety Goggles was great in VGC 2015 against the common Mega Gardevoir and Amoongus pairing, but Mega Gardevoir is not quite as common with Tapu Lele now as an option, and Amoongus has arguably received a slight nerf due to the introduction of Misty and Electric Terrains.
-Light Metal should be considered only for Scizor before it mega-evolves in case you need it to switch in on a Low Kick from something like Mega Kangaskhan.
-Knock Off is another move that is great for getting rid of any opponent’s item, but it has received a slight nerf due to z crystals being around. Superpower provides strong fighting coverage against Mega Kangaskhan and Heatran.
-Feint is tough to fit on a set, but breaks through an opponent’s Protect to pick them off at low health or allow a teammate to hit them. While not particularly strong still, it does get a Technician boost.
-U-turn does not have anywhere near the effectiveness it does in singles, but can have its niche uses, like getting out of a Shadow Tag trap or gaining momentum as your opponent switches in a fire type to take the attack.
-Tailwind is not a common move on Scizor, but can provide speed control for the team and the opponent likely will not see it coming.
-Your own terrains to override Psychic Terrain can be very useful. Grassy can give a bit of recovery, while Misty Terrain prevents burns or other status moves.
-Rain support may not save Scizor from your opponent’s STAB fire moves, but it does weaken fire attacks and helps Scizor survive spread moves like Heat Wave or non-STAB fire attacks.
-Trick Room or other speed control may allow Scizor to attack first, such as hitting Heatran with Superpower.
-Defiant and Competitive users like Braviary or Milotic, respectively, deter your opponent from using Pokemon with Intimidate like Landorus-T or Salamence.
-Scizor teams really need at least a couple of reliable ways to take out Mega Charizard Y and Heatran.
Countering Scizor
Electric types - Resisting Bullet Punch and having very high base speed, most Electric types are able to beat Scizor. Raikou has the hardest time, but can 2hko the Choice Band version or aggressive Swords Dance versions. Rotom Wash and Heat can burn Scizor with Will-O-Wisp, while Rotom Heat can just roast it with Overheat. Finally, Magneton just traps Scizor and cleans up any that lack U-Turn or Superpower, with Choice Band being the easiest to handle.
Bulky Waters - With the resistance to Steel, bulky Waters are an excellent answer to Scizor. Mantine is one of the best as its Flying type allows it to resist Scizor`s Bug STABs. Milotic and Vaporeon are both solid options as well, having access to Recover and Wish respectfully. Finally, Swampert is just really durable and can set up Stealth Rocks or Roar out Scizor. A comment should also be made about Scald and its high burn rate, a move all bulky Waters uses that shuts Scizor down.
Overview
Mega Scizor is a straight improvement over normal Scizor, maintaining and improving on its old formula, hit things hard with Bullet Punch. Keeping Technician, Mega Scizor can do everything Scizor can, but this makes using Scizor inferior, limiting its usage at high levels. Overall however, Mega Scizor is a tanky, powerful mega that shouldn't be overlooked when building an OU team.
Abilities
Technician - Increases move power of moves with a base power of 60 or less by 50% - Thankfully, Scizor maintains its amazing ability, really helping Mega Scizor be a threatening offensive pivot still and abuse its new stats. However, this also makes Mega Scizor strictly better than Scizor, being OU while Scizor itself is UU.
Movesets
Bulky Swords Dance
-Swords Dance
-Roost
-Bullet Punch
-Defog/Knock Off/U-Turn
Item Attached: Scizorite
Ability: Technician
EVs and Nature:
248 HP/64 Atk/120 Def/16 SpD/60 Spe
Adamant Nature
Mega Scizor aims to abuse it's amazing defensive stats, aiming to sweep when the time is right, being a pivot otherwise. Swords Dance is the major move of the set, raising Mega Scizor's immense 150 base Attack, while Roost heals off the damage Mega Scizor takes. Bullet Punch is still the best STAB option, allowing Mega Scizor to clean up weakened threats or just punch holes in threats. The last option is open for utility, Defog can allow Mega Scizor to remove hazards as utility, Knock Off is nice to cripple mostly tanks who depend on Leftovers, or U-Turn to maintain momentum and scout as well as chunk threats.
Partners
Zygarde - Zygarde is a powerful threat in OU being one of the most devastating sweepers. However it needs a free turn to really pose a threat. This is where Mega Scizor helps, bringing in Fire and Steel threats that Zygarde can easily set up Coil or Dragon Dance on. Mega Scizor also gets a free switch in on Zygarde's main answer, Tangrowth, and can set up for itself or just U-Turn out.
Tangrowth - With its immense bulk, Tangrowth destroys the bulky waters that just laugh at Mega Scizor. Tangrowth is also interesting as its flexible movepool allows it to act as bait for Mega Scizor, using Hidden Power Fire to really hurt Steel threats that switch into it and Earthquake to beat Fire threats, namely Heatran.
VGC, Double, & Triple Battle Options
Scizor was a dominant force in many past VGC formats, but sadly, things have started to turn. This fan-favorite bug was a common Pokemon leading up to 2016, and it was even an underrated choice in the craziness of VGC 2016 due to its ability to take hits from Xerneas and Primal Kyogre’s weather erasing its only weakness. The past couple years have really hit Scizor hard though. While Mega Charizard-Y, Heatran, and Heat Wave Zapdos are as common as ever (and Incineroar should see even more usage once it gets Intimidate), the Tapus have given Scizor new trouble, especially Tapu Lele’s Psychic Terrain. Scizor has traditionally been great against fairies like Mega Gardevoir in VGC, but its Bullet Punch does neutral damage to Tapu Koko (who can do a lot in return with its electric moves) and Tapu Fini. More importantly, Tapu Lele is a huge problem, as its Psychic Terrain simply blocks Bullet Punch against targets on the ground. .
The Tinsect
-Bullet Punch
-Bug Bite
-Swords Dance
-Protect
Item Attached: Scizorite
Ability: Technician
EVs and Nature:
252 HP / 252 Atk / 4 SpD
Adamant Nature
Normally we do separate doubles sets for a mega and non-mega, but Scizor and its mega-evolution are essentially the same set. Mega Scizor is naturally better overall due to better bulk and a bit higher speed, but non-mega Scizor can actually do more damage since it can hold a Life Orb. The mega is my personal preference, but Life Orb Scizor can still be useful if you already have a mega on the team, or need a bit more power to pick up a KO on a certain target. Maximum attack with an Adamant nature helps Scizor hit hard with its high base attack. More speed can be added depending on what speed control you have to support Scizor, but max HP is typically where trainers start from to let Scizor take hits well. Technician is a fantastic ability that boosts a number of Scizor’s moves, especially Bullet Punch.
Bullet Punch is very strong for a priority move with the Technician and STAB boosts. Bug Bite also receives a Technician boost, and it incredibly useful to steal many of the common pinch berries to prevent an opponent from recovering. Swords Dance negates an opponent switching in an Intimidate Pokemon, and Scizor often finds opportunities to set it up thanks to its great defensive typing and good bulk. Protect keeps Scizor safe from fire attacks to allow a teammate to deal with the threat, stalls out opposing speed control, dodges Fake Out, or simply scouts for a turn.
Other Options & Team Ideas
-Choice Band adds a bit more power and can open up another moveslot or two for attacks, but it can be tricky to use if Scizor is in a bad spot against a fire type since you cannot Protect.
-Lum Berry and Safety Goggles were traditionally two useful items on Scizor, but do not have as much effectiveness any more. Lum Berry would help with status moves, especially burns, but Tapu Fini’s Misty Terrain has made Lum Berry much less common. Still, if you do not have a Fini on the team and fear Will-O-Wisp or Scald burns, this berry can be considered. Safety Goggles was great in VGC 2015 against the common Mega Gardevoir and Amoongus pairing, but Mega Gardevoir is not quite as common with Tapu Lele now as an option, and Amoongus has arguably received a slight nerf due to the introduction of Misty and Electric Terrains.
-Light Metal should be considered only for Scizor before it mega-evolves in case you need it to switch in on a Low Kick from something like Mega Kangaskhan.
-Knock Off is another move that is great for getting rid of any opponent’s item, but it has received a slight nerf due to z crystals being around. Superpower provides strong fighting coverage against Mega Kangaskhan and Heatran.
-Feint is tough to fit on a set, but breaks through an opponent’s Protect to pick them off at low health or allow a teammate to hit them. While not particularly strong still, it does get a Technician boost.
-U-turn does not have anywhere near the effectiveness it does in singles, but can have its niche uses, like getting out of a Shadow Tag trap or gaining momentum as your opponent switches in a fire type to take the attack.
-Tailwind is not a common move on Scizor, but can provide speed control for the team and the opponent likely will not see it coming.
-Your own terrains to override Psychic Terrain can be very useful. Grassy can give a bit of recovery, while Misty Terrain prevents burns or other status moves.
-Rain support may not save Scizor from your opponent’s STAB fire moves, but it does weaken fire attacks and helps Scizor survive spread moves like Heat Wave or non-STAB fire attacks.
-Trick Room or other speed control may allow Scizor to attack first, such as hitting Heatran with Superpower.
-Defiant and Competitive users like Braviary or Milotic, respectively, deter your opponent from using Pokemon with Intimidate like Landorus-T or Salamence.
-Scizor teams really need at least a couple of reliable ways to take out Mega Charizard Y and Heatran.
Countering Mega Scizor
Heatran - With its Steel/Fire typing, Heatran takes Ľ damage from Bullet Punch allowing Heatran to wall Mega Scizor to no end. Heatran also OHKOes Mega Scizor with any of its Fire moves, or cripples it with Will-O-Wisp, as well as set up Stealth Rocks on Mega Scizor.
Magnezone - Magnezone is the bane of Mega Scizor, trapping it with Magnet Pull and KOing it with Hidden Power Fire while Mega Scizor just stares sadly back at it. This alone is argument enough to consider Superpower or U-Turn, but then Mega Scizor loses utility.
Locations in Games
Red/Blue/Yellow:
Not in game
Gold/Silver/Crystal:
Evolve Scyther
Ruby/Sapphire/Emerald:
Trade from FireRed/XD
FireRed/LeafGreen:
Trade from FireRed/XD
Colosseum/XD:
Evolve Scyther (XD)
Trade from FireRed (Colosseum)
Diamond/Pearl/Platinum:
Evolve Scyther (Diamond, Platinum)
Trade from Diamon/Platinum/HeartGold/SoulSilver (Pearl)
HeartGold/SoulSilver:
Evolve Scyther
Black/White:
Transfer from Generation IV
Black 2/White 2:
Transfer from Generation IV
X/Y:
Evolve Scyther
Omega Ruby/Alpha Sapphire:
Trade from X/Y
Sun/Moon:
Evolve Scyther
Ultra Sun/Ultra Moon:
Evolve Scyther
Animé Appearences