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No. 0212 A
Scizor

Scizor

Region
Johto · 2ª generation
Rarity
Epic
Attack side
Physical
As an enemy
Chaser
Recommended build A
  1. Start with this move Meteor Mash → Magnet Bomb
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Metal Claw → Iron Head
  4. Bond 3: add to the group Body Slam → Giga Impact

Group damage 10,182/s (3,663 without the buff)

Estimate from the game’s formulas, not from matches. How we calculate

Recommended build

Bonds only come from winning a rift arena (1 per win). Fused moves fire together, each on its own cooldown, so the group’s damage is the sum.

  1. Start with this move Meteor Mash → Magnet Bomb Meteor · evolves with Power
  2. 1st bond: fuse with move 1 Swords Dance Buff · Deals no damage: builds (physical) ATTACK while active.
  3. Bond 2: add to the group Metal Claw → Iron Head Melee · evolves with Power
  4. Bond 3: add to the group Body Slam → Giga Impact Melee · evolves with Power

Group damage 10,182/s (3,663 without the buff)

Estimated damage per second against a horde, with every move evolved and the buff fully stacked. How we calculate

  • Buff in group
  • −25% damage taken (melee)

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Armor up to 9
  4. Synthesis the rest

Item

Choice Band — ×1.4 damage but locks the active slot. Take it once the group is built (or always fuse into the active slot).

Focus Sash — the only protection against Arceus’ hits (1 extra life every 60 s).

Variant for after minute 30

In Arceus’ Judgment, legendaries double their HP and damage every 5 s. Slow, stun, pull and poison beat raw damage.

  1. Start with this move Meteor Mash → Magnet Bomb
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Metal Claw → Iron Head
  4. Bond 3: add to the group String Shot → Sticky Web
  • Buff in group
  • −25% damage taken (melee)
  • Slows

For team play

In a group, buffs and healing are yours only, but poison, slow and burn on enemies are shared and turn on anyone’s Hex.

  1. Start with this move Meteor Mash → Magnet Bomb
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Metal Claw → Iron Head
  4. Bond 3: add to the group String Shot → Sticky Web
  • Buff in group
  • −25% damage taken (melee)
  • Slows

Moves it can learn

Estimated damage per second against a horde, with this Pokémon’s multiplier applied.

MovesTypeCategoryShapePower Nv1Nv5Evolution
Meteor Mash Steel Physical Meteor 71 467 1,435Power
Metal Claw Steel Physical Melee 73 419 1,149Power
Body Slam Normal Physical Melee 81 393 1,078Power
Gyro Ball Steel Physical Spin 78 344 1,000Armor
Signal Beam Bug Special Bounce 57 282 957Power
Tackle Normal Physical Melee 63 348 954Vigor
Quick Attack Normal Physical Dash 95 395 940Sprint
Mirror Shot Steel Special Bounce 53 264 897Power
U-turn Bug Physical Dash 86 361 856Synthesis
Rapid Spin Normal Physical Spin 64 284 825Sprint
Bug Bite Bug Physical Melee 52 298 817Power
Flash Cannon Steel Special Beam 77 289 754Armor
Hyper Beam Normal Special Charge 135 401 723Power
String Shot Bug Physical Mine 33 190 699Reflexes
Bug Buzz Bug Special Aura 49 316 597Synthesis
Substitute Normal Physical Turret 40 226 571Armor
Hyper Voice Normal Special Nova 44 197 515Reflexes
Swords Dance Normal Status Buff Deals no damage: builds (physical) ATTACK while active.
Nasty Plot Normal Status Buff Deals no damage: builds SPECIAL ATTACK while active.
Agility Normal Status Buff Deals no damage: builds SPEED while active.
Harden Normal Status Buff Deals no damage: builds DEFENSE while active.

Damage taken by type

Weak

  • Fire×2.56

Resists

  • Poison×0.3
  • Grass×0.36
  • Normal×0.6
  • Ice×0.6
  • Psychic×0.6
  • Bug×0.6
  • Dragon×0.6
  • Steel×0.6
  • Fairy×0.6
  • Fighting×0.96
  • Ground×0.96
  • Flying×0.96
  • Rock×0.96

Sprites by

Anonymous, CHUNSOFT. SpriteCollab, CC BY-NC 4.0.