Welcome back to Pokemon of the Week! It has been a while, hasn't it? Well that doesn't matter now, because I'm back! So without further delay, this week we'll be focusing on one of the most influencial Pokemon in competitive OU. This week, we focus on Scizor.
Ah, Scizor. So few people really cared about you until Platinum blessed you with Bullet Punch. All the stars seemed to allign perfectly for you: U-Turn was created in 4th gen, giving you a powerful STAB move that let you hit opponents hard while escaping, while STAB, Technician boosted Bullet Punches allowed you to bypass your complete lack of Speed. Pursuit, boosted again by Technician allow you to play mind games with the opponent: stay in and get hit with a powerful STAB move, or switch out and be hit by a powerful Pursuit or U-Turn, giving the edge to the opponent. Finally, Platinum gave you Superpower, which rounded out the coverage and allowed you to OHKO key threats, as well as do heavy damage to Steel types. Yes, life has been grand to you since Platinum, and I don't expect that will ever change now.
As I've stated, Scizor is a big player in competitive battling. He's got so much going for him that you can paste him into nearly any team and he'll fit extremely well. With only one weakness and a massive base 130 Attack, good defenses and great typing, Scizor is a Pokemon you should always be prepared for.
Scizor@ Choice Band Technician Adamant nature (+Attack, -Sp. Attack) EVs: 252 Attack / 248 HP / 8 Speed U-Turn Bullet Punch Pursuit Superpower |
This is Scizor's most common moveset, and for good reason. With a Choice Band equipped, Scizor becomes a deadly assassin. U-Turn allows you to scout while dealing heavy damage to the foe, immediately escaping the battle to keep momentum on your side. If the opponent has any ideas about staying in to hit you before you can U-Turn, a Bullet Punch to the face will often make them think twice, dealing good, solid damage with priority. Pursuit can checkmate many Pokemon, especially those Choice-locked into a move that Scizor resists. Pokemon like Gengar, Latios and Alakazam have to fear switching greatly, due to this move, but also fear staying in, due to Bullet Punch.
Finally, Superpower deals with opposing Steel types like Ferrothorn, as well as killing off Blissey.
Scizor@ Leftovers / Life Orb Technician Adamant nature (+Attack, -Sp. Attack) EVs: 252 HP / 40 Attack / 216 Sp. Defense Swords Dance Bullet Punch Bug Bite / Superpower Roost |
Scizor can forego immediate power for added bulk and versatility. Swords Dance gives Scizor a boosting move, doubling it's Attack in one turn. This means that even with fewer EVs dedicated to it, this Scizor becomes even more powerful than the Choice Banded variant after a single boost. Bullet Punch is Scizor's main draw, allowing it to hit hard and fast. Bug Bite is Scizor's secondary STAB move, also boosted by Technician. Superpower is an option over Bug Bite, since it can damage Steel types that would otherwise wall this set easily. Finally, Roost gives Scizor a method of healing, which it greatly appreciates.
When using this Scizor, it's important to watch for a few things on the opponent's team preview. Magnezone is perhaps threat #1 to this Scizor, able to come in and roast Scizor with Hidden Power Fire while trapping it with Magnet Pull. Heatran threatens this set as well, if it lacks Superpower. However, if Scizor lacks Bug Bite, Reuniclus can easily setup on it.
Scizor@ Life Orb Technician Adamant nature (+Attack, -Sp. Attack) EVs: 252 Attack / 252 Speed / 4 Sp. Defense Swords Dance Bullet Punch Bug Bite Superpower |
This Scizor focuses less on bulk, and more on raw, destructive power. Swords Dance is used once again to boost Scizor's Attack, but this time Scizor is buffed out with the highest Attack it can have, reaching 788 after a Swords Dance. Bullet Punch again allows Scizor to strike the opponent first, delivering a powerful, crushing blow to anything not resistant to it. Bug Bite is Scizor's most powerful STAB attack, dealing with Reuniclus and Slowbro after a boost. Superpower rounds out the set by killing Steel types that switch in. It also kills Tyranitar in one shot. Speaking of Tyranitar, this set's EVs are tailored specifically to outspeed max Speed Tyranitar, ensuring you OHKO it before it can setup Stealth Rock or Fire Blast you off the field.
Again, when attempting a setup sweep, it's important to remember what your opponent has in their team. Magnezone, Heatran and most faster Fire types will put an end to Scizor's sweep pretty fast. In addition, Rotom-W quad resists Bullet Punch and most run enough Speed EVs to outspeed this Scizor and OHKO it with Fire, or Burn it with Will-O-Wisp.
Scizor@ Choice Scarf Technician Jolly nature (+Speed, -Sp. Attack) EVs: 252 Attack / 252 Speed / 6 Sp. Defense U-Turn Iron Head Superpower Aerial Ace |
The idea of a fast Scizor may seem like a gimmick at best, but the truth is that a fast Scizor has some things going for it. Firstly, it's far from expected, so the element of surprise can definitely catch opponents off-guard. Outspeeding and KOing Celebi, Latios, Starmie and Magnezone with the appropriate move can open a forward path to sweep the opponent's team to being swept. U-Turn allows Scizor to hit hard and fast, dealing damage and escaping the battle before it takes damage. Iron Head is used here, since it's more powerful than Bullet Punch, and has a nice 30% flinch rate that this Scizor can actually take advantage of. Superpower makes a return as Scizor's way of dealing with Steel types, but this time Scizor doesn't always have to do it as they switch-in, since it can outspeed non-Scarfed Heatran and Magnezone and OHKO them. In the last slot, Aerial Ace kills off Breloom, Infernape, Virizion and Volcarona, after Stealth Rock damage.
What this Scizor gains in Speed, it loses in power. This Scizor lacks the raw power of the previous sets, so it must be used accordingly. Prey on the opponent's weaknesses and wear them down with U-Turn and entry hazard damage. This Scizor belongs on a team with setup sweepers, to clear the way of their counters before they setup and sweep.
Raising a Scizor in-game is pretty much the same as a competitive Scizor, though there are a few differences for convenience. Scizor is an easy Pokemon to raise in-game, due to it's slew of resistances and only one type weakness. Here's what I'd use:
Scizor Bullet Punch Bug Bite Brick Break / Superpower Pursuit / Aerial Ace / Quick Attack |
Basically the same thing as the Choice Band set listed first. Bullet Punch strikes first and strikes hard, while Bug Bite is your stronger STAB. Brick Break is listed for consistency, but Superpower is an option for more power. Pursuit gives you a move to kill Ghosts with, Aerial Ace is for Fighting and Bug types, and Quick Attack is another priority move to pick off weakened Pokemon that resist Bullet Punch.
To tell the truth, I never really liked Scizor. I think Scyther's design is so much cooler, and back in the days of GSC, Scizor's main attack was clawing the opponent awkwardly with those pincers, which I think Scyther would have been better at. But when Platinum came around and gave Scizor Bullet Punch, it seemed perfect for it. Scizor seems much cooler when punching foes with those giant metal pincers than clamping or clawing them with them. Even so, I still prefer Scyther much more in terms of design. Regardless, this cold bug ninja is one badass Pokemon, and whether you stay and fight, or run in fear, you might have already lost.
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CB Scizor does need a fair bit of prediction though if it is to be used well... I don't find that it does against most teams. Keep the opponent's team in mind, bring it in against defensive Pokemon early on and spam U-Turn until the opponent's team has been significantly weakened, then clean up late-game with Bullet Punch when the resists are gone / very worn down. Pursuit and Superpower do require prediction, but unless they're absolutely necessary, U-Turning and Bullet Punching should be your main way forward through the match. :>