Scolipede
No entry available for this game era.

Evolution Chain

venipede
Venipede
Level 22
whirlipede
Whirlipede
Level 30
scolipede
Scolipede

Pokédex & Training Data

Classification Megapede Pokémon
Height 2.5 m (8'02")
Weight 200.5 kg (442.0 lbs)
Abilities
EV Yield +3 speed
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Bug

Pokédex Numbers

Unova (B/W) #051
Unova (B2/W2) #045
Kalos (Central) #122
National #545
Isle of Armor #076

Held Items

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
1 Screech
— 85% 40 Lowers the target’s Defense by two stages.
1 Defense Curl
— — 40 Raises user’s Defense by one stage.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.
1 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
1 Iron Defense
— — 15 Raises the user’s Defense by two stages.
5 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
8 Screech
— 85% 40 Lowers the target’s Defense by two stages.
12 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
15 Protect
— — 10 Prevents any moves from hitting the user this turn.
19 Poison Tail
50 100% 25 Has an increased chance for a critical hit and a 10% chance to poison the target.
23 Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
28 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
33 Agility
— — 30 Raises the user’s Speed by two stages.
39 Steamroller
65 100% 20 Has a 30% chance to make the target flinch.
44 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
47 Venom Drench
— 100% 20 Lowers the target’s Attack, Special Attack, and Speed by one stage if it is poisoned.
50 Rock Climb
90 85% 20 Has a 20% chance to confuse the target.
55 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
65 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
1 Screech
— 85% 40 Lowers the target’s Defense by two stages.
1 Defense Curl
— — 40 Raises user’s Defense by one stage.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.
1 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
1 Iron Defense
— — 15 Raises the user’s Defense by two stages.
5 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
8 Screech
— 85% 40 Lowers the target’s Defense by two stages.
12 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
15 Protect
— — 10 Prevents any moves from hitting the user this turn.
19 Poison Tail
50 100% 25 Has an increased chance for a critical hit and a 10% chance to poison the target.
23 Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
28 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
33 Agility
— — 30 Raises the user’s Speed by two stages.
39 Steamroller
65 100% 20 Has a 30% chance to make the target flinch.
44 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
47 Venom Drench
— 100% 20 Lowers the target’s Attack, Special Attack, and Speed by one stage if it is poisoned.
50 Rock Climb
90 85% 20 Has a 20% chance to confuse the target.
55 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
65 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM36 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM67 Smart Strike
70 — 10 Never misses.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM81 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stomping Tantrum
75 100% 10 Has double power if the user’s last move failed.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.

Base Stats

Hp 60
Attack 100
Defense 89
Sp. Atk 55
Sp. Def 69
Speed 112
Total 485

Type Defenses

(vs. Gen 6+ rules)

2x
0.25x
0.25x
0.5x
2x
2x
0.5x
2x
0.5x