Scyther
Red/Blue

With ninja-like agility and speed, it can create the illusion that there is more than one.

Yellow

Leaps out of tall grass and slices prey with its scythes. The move­ ment looks like that of a ninja.

Pokédex Data

Classification Mantis Pokémon
Height 1.5 m (4'11")
Weight 56.0 kg (123.5 lbs)
Abilities N/A in Gen I

Game Locations

  • Kanto Safari Zone Area 1 East
  • Kanto Safari Zone Area 2 North
  • Kanto Safari Zone Middle

Training

EV Yield +1 attack
Catch Rate 45
Base Friendship 70
Growth Rate medium

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
17 Leer
100% 30 Lowers the target's Defense by one stage.
20 Focus Energy
30 Increases the user's chance to score a critical hit.
24 Double Team
15 Raises the user's evasion by one stage.
29 Slash
70 100% 20 Has an increased chance for a critical hit.
35 Swords Dance
20 Raises the user's Attack by two stages.
42 Agility
30 Raises the user's Speed by two stages.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
17 Leer
100% 30 Lowers the target's Defense by one stage.
20 Focus Energy
30 Increases the user's chance to score a critical hit.
24 Double Team
15 Raises the user's evasion by one stage.
29 Slash
70 100% 20 Has an increased chance for a critical hit.
35 Swords Dance
20 Raises the user's Attack by two stages.
42 Agility
30 Raises the user's Speed by two stages.
50 Wing Attack
60 100% 35 Inflicts regular damage with no additional effect.

TM/HM Moves

Red/BlueYellow
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
TM03 Swords Dance
20 Raises the user's Attack by two stages.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM10 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM20 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
TM31 Mimic
10 Copies the target's last used move.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM34 Bide
10 User waits for two turns, then hits back for twice the damage it took.
TM39 Swift
60 20 Never misses.
TM40 Skull Bash
130 100% 10 Raises the user's Defense by one stage. User charges for one turn before attacking.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM50 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Base Stats

Hp 70
Attack 110
Defense 80
Sp. Atk 55
Sp. Def 80
Speed 105
Total 500

Type Defenses

(vs. Gen 6+ rules)

2x
0.25x
2x
2x
0.25x
0x
2x
0.5x
4x