Scolipede
Sword

Scolipede latches on to its prey with the claws on its neck before slamming them into the ground and jabbing them with its claws’ toxic spikes.

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

None in this generation.

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

Sword/Shield
Lvl Name Class Power Acc. PP Effect
1 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
1 Defense Curl
40 Raises user's Defense by one stage.
1 Protect
10 Prevents any moves from hitting the user this turn.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
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.
12 Poison Tail
50 100% 25 Has an increased chance for a critical hit and a 10% chance to poison the target.
16 Screech
85% 40 Lowers the target's Defense by two stages.
20 Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
26 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
34 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
42 Agility
30 Raises the user's Speed by two stages.
50 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
58 Venom Drench
100% 20 Lowers the target's Attack, Special Attack, and Speed by one stage if it is poisoned.
66 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
74 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
TM07 Pin Missile
25 95% 20 Hits 2-5 times in one turn.
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.
TM11 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM15 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM16 Screech
85% 40 Lowers the target's Defense by two stages.
TM21 Rest
5 User sleeps for two turns, completely healing itself.
TM22 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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.
TM31 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
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.
TM48 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM57 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM58 Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
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.
TM77 Hex
65 100% 10 Has double power if the target has a major status ailment.
TM81 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM96 Smart Strike
70 10 Never misses.
TM98 Stomping Tantrum
75 100% 10 Has double power if the user's last move failed.
TR00 Swords Dance
20 Raises the user's Attack by two stages.
TR10 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TR12 Agility
30 Raises the user's Speed by two stages.
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.
TR22 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TR23 Spikes
20 Scatters Spikes, hurting opposing Pokémon that switch in.
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.
TR28 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.
TR29 Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
TR31 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
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.
TR52 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TR54 Toxic Spikes
20 Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
TR57 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TR60 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
TR91 Venom Drench
100% 20 Lowers the target's Attack, Special Attack, and Speed by one stage if it is poisoned.
TR95 Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Skitter Smack
70 90% 10 Inflicts regular damage with no additional effect.
Steel Roller
130 100% 5 Inflicts regular damage with no additional effect.

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