Scolipede
No entry available for this game era.

Evolution Chain

venipede
Venipede
Level 22
whirlipede
Whirlipede
Level 30
scolipede
Scolipede

Pokédex Data

Classification Megapede Pokémon
Height 2.5 m (8'02")
Weight 200.5 kg (442.0 lbs)
Abilities

Held Items

Training

EV Yield +3 speed
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
Egg Groups Bug

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