Stats, type matchups, abilities, learnset, current usage, and build context for Scizor in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
Flying - physical / 60 BP
This move does not check accuracy.
Psychic - status
Raises the user's Speed by 2.
Flying - special / 60 BP / 95%
High critical hit ratio. Hits adjacent foes.
Flying - special / 75 BP / 95%
30% chance to make the target flinch.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Normal - status
User switches, passing stat changes and more.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Bug - physical / 60 BP / 100%
User steals and eats the target's Berry.
Bug - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Steel - physical / 40 BP / 100% / Priority +1
Usually goes first.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Fighting - physical / 100% / Priority -5
If hit by physical attack, returns double damage.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Flying - status
-1 evasion; ends user and target hazards/terrain.
Normal - physical / 35 BP / 90%
Hits 2 times in one turn.
Normal - status
Raises the user's evasiveness by 1.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Flying - physical / 40 BP / 90%
Hits 2 times in one turn.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Normal - physical / 30 BP / 100% / Priority +2
Nullifies Detect, Protect, and Quick/Wide Guard.
Steel - special / 80 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Normal - status
Raises the user's critical hit ratio by 2.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Steel - physical / 1-100 BP / 100%
More power the more HP the target has left.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Psychic - status
For 5 turns, special damage to allies is halved.
Bug - physical / 80 BP / 100%
100% chance to lower the target's Attack by 1.
Dark - physical / 70 BP / 100%
High critical hit ratio.
Bug - physical / 50 BP / 100%
100% chance to lower the target's Speed by 1.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - physical / 70 BP / 100%
High critical hit ratio.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
Fighting - status / Priority +3
Protects allies from priority attacks this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Flying - status
Heals 50% HP. Flying-type removed 'til turn ends.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Normal - status / 100%
Lowers the target's Speed by 2.
Bug - physical / 70 BP / 90%
100% chance to lower target's Sp. Atk by 1.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Steel - special / 140 BP / 95%
User loses 50% max HP.
Steel - physical / 70 BP / 90%
10% chance to raise the user's Defense by 1.
Bug - special / 50 BP / 100%
100% chance to lower the foe(s) Sp. Atk by 1.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
Normal - status
Raises the user's Attack by 2.
Flying - status
For 4 turns, allies' Speed is doubled.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Fighting - special / 40 BP / 100% / Priority +1
Usually goes first.
Bug - physical / 80 BP / 100%
No additional effect.