Scizor
Sword

Bulky pincers account for one third of Scizor’s body weight. A single swing of one of these pincers will crush a boulder completely.

Legends Arceus

Evolved by way of a curious item. The shell covering its body has been shown to be stronger than forged steel.

Evolution Chain

scyther
Scyther
🔄
Trade
holding metal coat
scizor
Scizor
black-augurite black augurite
kleavor
Kleavor

Pokédex Data

Classification Pincer Pokémon
Height 1.8 m (5'11")
Weight 118.0 kg (260.1 lbs)
Abilities

Training

EV Yield +2 attack
Catch Rate 25
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Bug

Learned Moves

Level Up Moves

Sword/Shield
Lvl Name Class Power Acc. PP Effect
1 Wing Attack
60 100% 35 Inflicts regular damage with no additional effect.
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Agility
30 Raises the user's Speed by two stages.
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
1 False Swipe
40 100% 40 Cannot lower the target's HP below 1.
1 Fury Cutter
40 95% 20 Power doubles every turn this move is used in succession after the first, maxing out after five turns.
1 Air Slash
75 95% 15 Has a 30% chance to make the target flinch.
1 Bullet Punch
40 100% 30 Inflicts regular damage with no additional effect.
12 Metal Claw
50 95% 35 Has a 10% chance to raise the user's Attack by one stage.
16 Double Team
15 Raises the user's evasion by one stage.
20 Double Hit
35 90% 10 Hits twice in one turn.
24 Slash
70 100% 20 Has an increased chance for a critical hit.
28 Focus Energy
30 Increases the user's chance to score a critical hit.
32 Iron Defense
15 Raises the user's Defense by two stages.
36 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
40 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
44 Laser Focus
30 Guarantees a critical hit with the user's next move.
48 Swords Dance
20 Raises the user's Attack by two stages.
BD/SP
Lvl Name Class Power Acc. PP Effect
1 Wing Attack
60 100% 35 Inflicts regular damage with no additional effect.
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Agility
30 Raises the user's Speed by two stages.
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
1 False Swipe
40 100% 40 Cannot lower the target's HP below 1.
1 Fury Cutter
40 95% 20 Power doubles every turn this move is used in succession after the first, maxing out after five turns.
1 Air Slash
75 95% 15 Has a 30% chance to make the target flinch.
1 Bullet Punch
40 100% 30 Inflicts regular damage with no additional effect.
12 Metal Claw
50 95% 35 Has a 10% chance to raise the user's Attack by one stage.
16 Double Team
15 Raises the user's evasion by one stage.
20 Double Hit
35 90% 10 Hits twice in one turn.
24 Slash
70 100% 20 Has an increased chance for a critical hit.
28 Focus Energy
30 Increases the user's chance to score a critical hit.
32 Iron Defense
15 Raises the user's Defense by two stages.
36 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
40 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
44 Laser Focus
30 Guarantees a critical hit with the user's next move.
48 Swords Dance
20 Raises the user's Attack by two stages.
Legends: Arceus
Lvl Name Class Power Acc. PP Effect
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
6 Silver Wind
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
11 Aerial Ace
60 20 Never misses.
14 Double Hit
35 90% 10 Hits twice in one turn.
18 Air Slash
75 95% 15 Has a 30% chance to make the target flinch.
25 Swords Dance
20 Raises the user's Attack by two stages.
29 Bullet Punch
40 100% 30 Inflicts regular damage with no additional effect.
34 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
34 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
43 Close Combat
120 100% 5 Lowers the user's Defense and Special Defense by one stage after inflicting damage.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
TM08 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM09 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM17 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM19 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
TM21 Rest
5 User sleeps for two turns, completely healing itself.
TM23 Thief
60 100% 25 Takes the target's item.
TM24 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM25 Protect
10 Prevents any moves from hitting the user this turn.
TM30 Steel Wing
70 90% 25 Has a 10% chance to raise the user's Defense by one stage.
TM31 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM32 Sandstorm
10 Changes the weather to a sandstorm for five turns.
TM33 Rain Dance
5 Changes the weather to rain for five turns.
TM34 Sunny Day
5 Changes the weather to sunny for five turns.
TM39 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM40 Swift
60 20 Never misses.
TM43 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM49 Sand Tomb
35 85% 15 Prevents the target from fleeing and inflicts damage for 2-5 turns.
TM56 U Turn
70 100% 20 User must switch out after attacking.
TM58 Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
TM59 Fling
100% 10 Throws held item at the target; power depends on the item.
TM69 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
TM73 Cross Poison
70 100% 20 Has an increased chance for a critical hit and a 10% chance to poison the target.
TM74 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
TM76 Round
60 100% 15 Has double power if it's used more than once per turn.
TM78 Acrobatics
55 100% 15 Has double power if the user has no held item.
TM94 False Swipe
40 100% 40 Cannot lower the target's HP below 1.
TM95 Air Slash
75 95% 15 Has a 30% chance to make the target flinch.
TM97 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
TR00 Swords Dance
20 Raises the user's Attack by two stages.
TR12 Agility
30 Raises the user's Speed by two stages.
TR13 Focus Energy
30 Increases the user's chance to score a critical hit.
TR20 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.
TR21 Reversal
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
TR26 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TR27 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TR29 Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
TR39 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
TR46 Iron Defense
15 Raises the user's Defense by two stages.
TR60 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
TR61 Bug Buzz
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TR70 Flash Cannon
80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TR74 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
BD/SP
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM05 Defog
15 Lowers the target's evasion by one stage. Removes field effects from the enemy field.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target's Defense by one stage.
TM62 Bug Buzz
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Dual Wingbeat
40 90% 10 Inflicts regular damage with no additional effect.
Steel Beam
140 95% 5 Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.

Base Stats

Hp 70
Attack 130
Defense 100
Sp. Atk 55
Sp. Def 80
Speed 65
Total 500

Type Defenses

(vs. Gen 6+ rules)

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