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#212 Scizor
Typing: Steel / Bug
Abilities: Swarm- When HP is below 1/3, Bug's power is raised 1.5 times power.
Technician- Moves with a base power of 60 or less raise to 1.5 times power.
70 / 130 / 100 / 55 / 80 / 65
The Grim Reaper
Scizor @ Life Orb
Technician: Adamant
252 Atk / 252 Speed / 4 HP
Swords Dance
Bullet Punch
X-Scissor
Brick Break
This set currently rocks the OU metagame. Ev's are simple: max speed and max attack. Often it is debated if you should throw 32 EV's into HP for 11 uses of Life Orb- however, I strongly disagree with this strategy. Spikes and Stealth Rock are too common to bank on someone not using them, and even if you luck out there chances are you will take damage. The ability to outspeed the generic Scizor gives you a significant advantage. The basic idea is switch in on someone who you can set up on, Swords Dance, and proceed to slaughter your opponent. Bullet Punch is a must, X-Scissor or U-Turn is preference, as is Brick Break or Superpower.
WTF passer
Scizor@ Leftovers
Technicinan: Jolly
EVs listed in Set Details
Swords Dance / Iron Defense / Agility
Roost
Baton Pass
Bullet Punch
EVs:
Swords Dance- 252 HP / 84 Atk / 172 Speed
Iron Defense- 246 HP / 16 Atk / 248 Sp Def
Agility- 252 HP / 84 Def / 172 Speed
Each Baton Passing set has EVs tailored to its specific move. SD set is to keep Attack up while having decent speed, Iron Defense is to increase its survivability while keeping some attacking power, and Agility is to max survivability.
This set is a gimmick set, playing off the expected LO or Band set. While your opponent runs away from Scizor, you can begin your boost. Obviously whichever stat boost you plan on passing should fit your team. Needless to say, a Trick Room team would not benefit from an agility-passing pokemon. Bullet Punch is just to give him an attack move.
No Fear
Scizor @ Choice Band
Technician: Adamant
248 HP / 252 Atk / 8 Speed
Bullet Punch
U-Turn
Pursuit
Superpower
Switch in, hit stuff hard, and run. At the end of a match, Banded Technician STAB Bullet Punch can be used to clean up. U-turn is to scout counters, Superpower hits stuff really hard, Pursuit is to kill those trying to escape his wrath.
Extra Options:
Scizor has a lot of possible options, some worth more than others. Here are some decent move options:
- X- Scissor and U-turn are pretty much interchangable. They should be used according to the purpose of the set.
- Superpower and Brick Break are also generally interchangable- Superpower hits hard, but brings a drop in Atk and Def. Brick Break is nice because, while weaker than Superpower, it does break reflect and light screen.
- Quick Attack- decent after Technician, gives him a priority move for pokemon that resist steel
- Night Slash and Iron Head- these should be used on a Choice Scarf set, because the only big bonus they bring is decent flinch rates
- Double Hit isnt great, but it does get the Technician bonus
EVs:
Listed with the sets, generally you want to Max HP and Attack though. Speed isnt really going to give you anything amazingly notable- at base 65 Scizor's speed is his most obvious flaw- luckily, Bullet Punch ignores that
Troublesome Pokemon:
Anything with Will-o-Wisp. Scizor is generally laughed at without its massive attack. Fire is the ultimate bane of this beast, as it not just is his only weakness, but a x4 weakness. Being unaffected by Sandstorm only helps to build his metagame, and with his massive resists, few pokemon are able to stand up to Scizor once he has set up.
Any Rotom set (especially H!) should be able to deal with Scizor, along with Gyarados and Zapdos. Skarmory isnt a bad choice, as it resists Scizor's STAB, and only takes neutral damage from Fighting moves- and it a great physical wall. Moltres and Charizard could also a decent bet, as they not only resist Scizors STAB and fighting, but can hit hard with SE STAB Fire moves.
Heatran is a decent choice, but if predicted he can be OHKOed with a Superpower.
Other than those listed, you should look to pokemon that are good physical walls to deal with Scizor.
Written by c3gill