Table of Contents
Scizor Release Date
Scizor Cutting Through The Lanes Before September Ends! New!

Scizor has been introduced as part of the Pokemon Unite Anniversary Phase 2 event announcements together with Mew and Dodrio. Scyther and Scizor's playstyles were also included in the trailer which is may add to more exciting gameplay to look forward to in the Unite Arena.
Scizor Release DateScizor Overview

Role | All-Rounder |
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Difficulty | Intermediate |
Attack Type | Physical |
Tier Rank | TBA |
Scizor Stats
Offense | ![]() |
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Endurance | ![]() |
Mobility | ![]() |
Scoring | ![]() |
Support | ![]() |
Total | 28 |
HP, Defense, & Sp. Defense
※ Listed stat values are at level 15
HP | DEF | SP DEF |
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7,650 | 410 | 310 |
Scizor Evolution
First ↓ | ![]() |
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Final (Lv. 5) | ![]() |
Scizor Best Builds

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Send Your Build Here!Overview Of Builds
※ Click or tap to swap between different builds
Lane | |
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Moves | |
Lv. 5 | ![]() Has the user slash in front of itself with both of its scythes, dealing damage to opposing Pokemon in the X-shaped area of effect. If this move deals damage to an opposing Pokemon in the center of the X-shaped area of effect, it restores the user's HP. If this move hits an opposing Pokemon, it can be used again within a set amount of time. If this move is used again, the user dashes in the designated direction, dealing damage to opposing Pokemon it makes contact with. The dash deals more damage the lower the opposing Pokémon's HP is. Cooldown: 5 seconds |
Lv. 7 | ![]() Has the user jump in the designated direction, dealing damage to opposing Pokemon it hits during the jump and applying a mark to them. After the user hits opposing Pokemon with this move, it jumps again in the designated direction. When the user lands, its next basic attack becomes a boosted attack and it charges at a nearby opposing Pokemon. If a marked opposing Pokemon is knocked out, all of the user's move cooldowns are reduced. Cooldown: 7 seconds |
Held Items | |
![]() | ・Def +2 (+30) ・Sp. Def 0 (+30) When the Pokemon drops to low HP, then each second for three seconds, it recovers 8% of the HP it had lost. |
![]() | ・Attack +0.6 (+18) When the Pokemon scores a goal, its Attack increases by 6. |
![]() | ・Attack +1 (+15) ・Critical-Hit Rate +0.6% (+2.1%) After the Pokemon uses a move, its next basic attack deals a minimum of 10 more damage. The higher the Pokemon's Attack, the more this damage increases. When this item is held by a melee Pokemon, this basic attack also decreases the movement speed of opposing Pokemon for a short time. |
Battle Item | |
![]() | ・Increases the Pokemon's Attack, Sp. Atk, and basic attack speeed for a short time. (Cooldown: 40s) |
Lane | |
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Moves | |
Lv. 5 | ![]() Has the user slash in front of itself with both of its scythes, dealing damage to opposing Pokemon in the X-shaped area of effect. If this move deals damage to an opposing Pokemon in the center of the X-shaped area of effect, it restores the user's HP. If this move hits an opposing Pokemon, it can be used again within a set amount of time. If this move is used again, the user dashes in the designated direction, dealing damage to opposing Pokemon it makes contact with. The dash deals more damage the lower the opposing Pokémon's HP is. Cooldown: 5 seconds |
Lv. 7 | ![]() Has the user dash a short distance, increasing its Attack for a short time. While the user's Attack is increased, the user's eighth basic attack becomes an area-of-effect attack that pierces through opposing Pokemon in a line. Cooldown: 9 seconds |
Held Items | |
![]() | ・Def +2 (+30) ・Sp. Def 0 (+30) When the Pokemon drops to low HP, then each second for three seconds, it recovers 8% of the HP it had lost. |
![]() | ・Def +2 (+30) ・Sp. Def 0 (+30) When the Pokemon drops to low HP, then each second for three seconds, it recovers 8% of the HP it had lost. |
![]() | ・Attack +1 (+15) ・Critical-Hit Rate +0.6% (+2.1%) After the Pokemon uses a move, its next basic attack deals a minimum of 10 more damage. The higher the Pokemon's Attack, the more this damage increases. When this item is held by a melee Pokemon, this basic attack also decreases the movement speed of opposing Pokemon for a short time. |
Battle Item | |
![]() | ・Increases the Pokemon's Attack, Sp. Atk, and basic attack speeed for a short time. (Cooldown: 40s) |
Lane | |
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![]() | |
Moves | |
Lv. 5 | ![]() Has the user dash in the designated direction and strike opposing Pokemon with tough punches. If this move hits opposing Pokemon, its cooldown is reduced, and the user recovers a portion of its HP based on the amount of damage dealt. If Bullet Punch is used again within a set amount of time, the number of punches and the amount of damage dealt increase. The number of punches increases from three to a maximum of five. Cooldown: 8 seconds |
Lv. 7 | ![]() Has the user dash a short distance, increasing its Attack for a short time. While the user's Attack is increased, the user's eighth basic attack becomes an area-of-effect attack that pierces through opposing Pokemon in a line. Cooldown: 9 seconds |
Held Items | |
![]() | ・Def +2 (+30) ・Sp. Def 0 (+30) When the Pokemon drops to low HP, then each second for three seconds, it recovers 8% of the HP it had lost. |
![]() | ・HP +70 (+210) ・Attack +0 (+15) Increases the Pokemon's Attack for a short time by a minimum of 2% when the Pokemon recieves damage. This increase grows larger the more times damage is recieved. |
![]() | ・Critical-Hit Rate +0.4% (+6%) ・Critical-Hit Damage 0% (+12%) Increases the damage of basic attack critical hits. The higher the Pokemon's attack, the more the damage increases. |
Battle Item | |
![]() | ・Increases the Pokemon's Attack, Sp. Atk, and basic attack speeed for a short time. (Cooldown: 40s) |
Lane | |
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![]() | |
Moves | |
Lv. 5 | ![]() Has the user dash in the designated direction and strike opposing Pokemon with tough punches. If this move hits opposing Pokemon, its cooldown is reduced, and the user recovers a portion of its HP based on the amount of damage dealt. If Bullet Punch is used again within a set amount of time, the number of punches and the amount of damage dealt increase. The number of punches increases from three to a maximum of five. Cooldown: 8 seconds |
Lv. 7 | ![]() Has the user jump in the designated direction, dealing damage to opposing Pokemon it hits during the jump and applying a mark to them. After the user hits opposing Pokemon with this move, it jumps again in the designated direction. When the user lands, its next basic attack becomes a boosted attack and it charges at a nearby opposing Pokemon. If a marked opposing Pokemon is knocked out, all of the user's move cooldowns are reduced. Cooldown: 7 seconds |
Held Items | |
![]() | ・Atk +1 (+15) ・Basic Atk Speed +0% (+7.5%) When basic attacks hit, the damage is increased by 1% of the opposing Pokemon's remaining HP. |
![]() | ・Attack +1 (+15) ・Critical-Hit Rate +0.6% (+2.1%) After the Pokemon uses a move, its next basic attack deals a minimum of 10 more damage. The higher the Pokemon's Attack, the more this damage increases. When this item is held by a melee Pokemon, this basic attack also decreases the movement speed of opposing Pokemon for a short time. |
![]() | ・Critical-Hit Rate +0.4% (+6%) ・Critical-Hit Damage 0% (+12%) Increases the damage of basic attack critical hits. The higher the Pokemon's attack, the more the damage increases. |
Battle Item | |
![]() | ・Increases the Pokemon's Attack, Sp. Atk, and basic attack speeed for a short time. (Cooldown: 40s) |
Which Moveset Do You Recommend?
Best Builds For Each PokemonScizor Strategy Guide
Recommended Lanes
The number of ★ shows the level on a particular route area.
Lane | Route Details |
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![]() | Recommendation level: ★★・ Because team conflicts do not occur here throughout the early and mid stages, it is the safest lane to level up. Scizor may use its tremendous mobility and dash attacks to its advantage. However, because Scizor may participate in both the top and bottom, it is better to offer it to an ally that needs to prioritize their levels. |
![]() | Recommendation level: ★★・ It's the easiest lane to level up since you can freely farm Exp as team clashes don't occur here during the early and mid stages. Dodrio can take advantage of its high mobility and surprise attacks. However, since Dodrio can also play an active role in the top and bottom, its best to give it to an ally that needs to prioritize their leveling. |
![]() | Recommendation level: ★★★ The battle on the bottom lane is less intense than on the top lane. Going down the bottom lane is the best option since it allows you to steadily increase your level especially when equipped with Attack Weight. |
Recommended Boost Emblems
Boost Emblems | |||
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![]() | ![]() | - | - |
Color Effects |
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When using Scizor, you should prioritize activating +4% attack with 6 types of brown support medals. It is recommended to use the remaining 4 slots with white support medals to increase attack.
All Pokemon Boost Emblems ListEarly Game (Lvl 1~) Strategy
Easy To Chase Enemies And Escape Pursuers
All of its moves have a dash effect aside from Dual Wingbeat making it mobile and able to get close to its targets. You can use this to dodge attacks and Unite Moves. With its incredible speed and short cooldowns working to its advantage, Scizor can attack swiftly to steal the last hits from objectives in team fights.
Fight Aggressively When You Have An Advantage
When you see that your lane opponent has a lower level or HP than you, you can use it to your advantage to take it out swiftly so you'll get them out of the way and score goals uninterrupted.
Prioritize Evolving
Scyther has evolved at level 5, which is quite early compared to other Pokemon, so it's best to reduce the amount of unnecessary fighting you do whenever possible and focus on last hitting Wild Pokemon to gain Exp. Only engage in a lane push if your ally is present.
Mid Game (Lvl 5~) Strategy
Stay As Scyther Or Evolve To Scizor
When you reach level 5 you will have to choose either staying as Scizor or evolving into Scyther, both having unique mechanics that may significantly affect their impact on the team balance. Make sure to choose wisely as your move upgrades vary.
Gank At Lvl 5
Once you've got your Bouffalant Buff and are level 5, head over to an available lane and attempt a gank. Don't overextend or fight on top of the enemy's goals unless you're sure you can get a kill! Try to get the advantage on an overextended enemy with Bullet Punch.
Late Game (Lvl 9~) Strategy
Two Unite Moves
When you reach level 9 and learn your Unite Move, you will be able to meet most of your opponents head-on. Green Illusion Dive, is best employed for rapidly dispatching single foes whereas Red Illusion Dive works best in the middle of a conflict when you need a surge of power to slow down your opponent with debuffs and stuns. In any situation, your Unite Move will be useful during the battle.
Take Out Squishies Near Zapdos
In the late game, you'll nearly always face off against the opposing team at Zapdos. Circle the perimeter and wait for enemy squishies to arrive. Then, using your agility, leap in and eliminate them.
Scizor Counters
Pokemon Scizor Is Weak Against
How To Play Against Scizor
・ You can take advantage of Scizor being a melee Pokemon by using ranged attacks to kite it from a safe distance ・ Use crowd controls to slow it down and stun it in place to disable it in battle. ・ Team up with an ally to overpower it damage |
Best Matchups For Scizor
Pokemon Scizor Is Strong Against
Best Teammates For Scizor
Tips When Allied With Scizor
・ Scizor synergizes well with supporter-type Pokemon that can give buffs and healing in battles ・ You can also provide shields during fight to prevent Scizor from taking damage. ・ Defenders and may position themselves in the middle to absorb damage and boost Scizor's resilience in close combat. |
Scizor Moves & Unite Move
Basic Attack & Passive
Basic Attack |
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![]() Becomes a boosted attack every third attack, decreasing the movement speed of opposing Pokemon when it hits and increasing the user's Defense for a short time. This Defense increase can stack. |
Passive |
![]() After this Pokemon uses a move, its next basic attack will change and deal two consecutive basic attacks instead. The second of these deals decreased damage. |
Level 1 or 3 Moves (Choose Order)
![]() Has the user slash twice with its scythes in a cone in front of itself, dealing damage to opposing Pokemon it hits. The second slash deals more damage than the first. Cooldown: 5 seconds Damage: 682 |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage |
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1 | 682 |
2 | 721 |
3 | 763 |
4 | 809 |
![]() Has the user dash forward, dealing damage to opposing Pokemon it makes contact with along the way. Cooldown: 8 seconds Damage: 375 |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage |
---|---|
1 | 282 |
2 | 293 |
3 | 305 |
4 | 318 |
5 | 360 |
6 | 375 |
Level 5 Moves (Choose One)
![]() Has the user slash in front of itself with both of its scythes, dealing damage to opposing Pokemon in the X-shaped area of effect. If this move deals damage to an opposing Pokemon in the center of the X-shaped area of effect, it restores the user's HP. If this move hits an opposing Pokemon, it can be used again within a set amount of time. If this move is used again, the user dashes in the designated direction, dealing damage to opposing Pokemon it makes contact with. The dash deals more damage the lower the opposing Pokémon's HP is. Cooldown: 5 seconds Damage: 3268 |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Scyther Damage | Scizor Damage |
---|---|---|
7 | 635 | 587 |
8 | 669 | 613 |
9 | 707 | 641 |
10 | 749 | 671 |
11 | 796 | 705 |
12 | 848 | 742 |
13 | 906 | 783 |
14 | 972 | 829 |
15 | 1,045 | 880 |
![]() Has the user dash in the designated direction and strike opposing Pokemon with tough punches. If this move hits opposing Pokemon, its cooldown is reduced, and the user recovers a portion of its HP based on the amount of damage dealt. If Bullet Punch is used again within a set amount of time, the number of punches and the amount of damage dealt increase. The number of punches increases from three to a maximum of five. Cooldown: 8 seconds Damage: 1614 |
Detailed Move Damage
Lv | Damage | HP Recovery |
---|---|---|
5 | 1,627 | 559 |
6 | 1,710 | 577 |
7 | 1,800 | 598 |
8 | 1,897 | 622 |
9 | 2,008 | 650 |
10 | 2,127 | 682 |
11 | 2,491 | 719 |
12 | 2,653 | 761 |
13 | 2,836 | 810 |
14 | 3,042 | 866 |
15 | 3,268 | 930 |
Level 7 Moves (Choose One)
![]() Has the user jump in the designated direction, dealing damage to opposing Pokemon it hits during the jump and applying a mark to them. After the user hits opposing Pokemon with this move, it jumps again in the designated direction. When the user lands, its next basic attack becomes a boosted attack and it charges at a nearby opposing Pokemon. If a marked opposing Pokemon is knocked out, all of the user's move cooldowns are reduced. Cooldown: 7 seconds Damage: 1045 |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Damage |
---|---|
6 | 6657 |
7 | 6696 |
8 | 6739 |
9 | 6788 |
10 | 6843 |
11 | 6904 |
12 | 6973 |
13 | 7050 |
14 | 7138 |
15 | 7238 |
![]() Has the user dash a short distance, increasing its Attack for a short time. While the user's Attack is increased, the user's eighth basic attack becomes an area-of-effect attack that pierces through opposing Pokemon in a line. Cooldown: 9 seconds Damage: 0 |
Unite Move (Level 9)
![]() Has the user dash and attack a designated Pokemon on the opposing team, then create five illusory copies of itself that each dash a set distance from the user. The copies deal damage to opposing Pokemon they make contact with and apply a mark to them. After a short time, the copies return to the user, dealing damage to opposing Pokemon they make contact with. This move can be used again before the illusory copies return to the user. If it is used again, the user dashes in the designated direction and deals damage to opposing Pokemon it hits. At the end of the dash, the copies dash to the user's location. If a copy makes contact with an opposing Pokemon while dashing, the copy deals damage to that Pokemon and disappears. If a marked opposing Pokemon is knocked out, all of the user's move cooldowns are reduced. Cooldown: 124 seconds Damage: 2745 ![]() Has the user dash before throwing consecutive punches at a designated Pokemon on the opposing team, decreasing that Pokemon's movement speed. As the last punch is thrown, five illusory copies of the user are created that each dash a set distance from the user. If a copy hits an opposing Pokemon while dashing, it deals damage, decreases that Pokemon's movement speed, then disappears. For a short time, this move can be used again. If this move is used again, the user dashes in the designated direction and deals damage to opposing Pokemon it hits before punching the ground, dealing damage to opposing Pokemon in the area of effect. If the user hits a Pokemon on the opposing team while dashing, the user grabs that Pokemon and continues dashing. If the grabbed Pokemon hits an illusory copy, it will be left incapacitated. Cooldown: 124 seconds Damage: 3309 |
Detailed Move Damage
These are the actual damages of this move without any Held Items equipped.
Lv | Scyther Damage | Scizor Damage |
---|---|---|
9 | 2,623 | 2,406 |
10 | 2,772 | 2,514 |
11 | 2,933 | 2,634 |
12 | 3,121 | 2,775 |
13 | 3,334 | 2,928 |
14 | 3,573 | 3,105 |
15 | 3,841 | 3,309 |
Scizor Skins
Scizor - Ranger Style
