[STABmons] Scizor [QC: 3/3] [GP: 2/2]


[OVERVIEW]

Scizor makes a splash in the STABmons metagame thanks to its wide movepool, excellent versatility, and ability to force switches easily, all of which make it difficult to check. Mega Scizor is the best user of Shift Gear in the metagame by virtue of heaps of bulk, a high Attack stat, and the ability Technician, which amplifies Gear Grind to insanely high power. Bug / Steel typing is a blessing for Scizor because it leaves it with just one weakness, multiple resistances to types such as Normal, Ice, and Dragon, and a neutrality to Stealth Rock, granting it ample opportunities to switch in. One key trait Mega Scizor has over other Mega Evolutions in the metagame is that it lacks true competition. It's arguably the best Mega Evolution in the metagame thanks to all of its wonderful attributes leaving it nearly unmatched as a setup sweeper. However, Scizor has one noticeable flaw in its weakness to the prevalent Fire-type. Pokemon such as Charizard, Heatran, and Talonflame are top-tier threats that can all pressure Scizor and easily OHKO it with their STAB moves. While Scizor does have great coverage between just a few moves, it's always left with certain Pokemon that can check it due to a lack of a certain move. For example, Mega Scizor gets beaten by Heatran should it forgo Superpower for Knock Off. Priority status moves from Thundurus and Sableye put a damper on Mega Scizor's sweep with Thunder Wave and Dark Void, respectively.

[SET]
name: Defensive Shift Gear
move 1: Shift Gear
move 2: Gear Grind
move 3: Roost
move 4: Knock Off / Superpower
item: Scizorite
ability: Light Metal
nature: Adamant / Impish
evs: 248 HP / 76 Def / 184 Spe

[SET COMMENTS]
Moves
========

Shift Gear raises Mega Scizor's Attack and Speed stats to very scary levels, allowing it to hit hard and outspeed fast Pokemon such as Aerodactyl and Darkrai. After a boost, Mega Scizor is even able to outspeed certain Choice Scarf users such as Landorus-T. Gear Grind is a multi-hit move boosted by Technician, hitting an effective Base Power of 150. This is Mega Scizor's primary STAB move, blasting through anything that does not resist it. Roost maintains Mega Scizor's longevity and lets it set up on certain Pokemon such as Choice Scarf Landorus-T locked into Earthquake because Earthquake is unable to achieve a 2HKO on Mega Scizor. Knock Off is a useful utility move to break down defensively oriented teams in the early-game, paving the way for an easier sweep later in the match. Superpower hits Steel-types such as Ferrothorn, Skarmory, and, most notably, Heatran. Baton Pass is a very useful move to pivot out of counters while passing along stat boosts to a teammate. Pin Missile is an alternative move that able to hit a shocking 187 Base Power on a five-hit roll and grants Mega Scizor the ability to muscle past Quagsire. However, the move's coverage is poor and it can fall short with just two hits. Bullet Punch finds a niche in hitting Sableye before it cripples Mega Scizor with Will-O-Wisp, Dark Void, or Topsy-Turvy.

Set Details
========

Scizorite is preferred over Leftovers in nearly all situations thanks to the increased bulk, Speed, and power that come with Mega Evolution. Light Metal is chosen because it means that Scizor takes less damage from Low Kick and Grass Knot before Mega Evolving. While this is incredibly situational, it still has that one specific niche, and Technician and Swarm aren't very useful anyways. However, Technician could potentially be used if you want to wait for Scizor to Mega Evolve to bluff it not holding Scizorite, but you're typically going to Mega Evolve Scizor as soon as you can, so it's unwise. Running 184 Speed EVs allows Mega Scizor to outspeed Choice Scarf Landorus-T after one Shift Gear, and the remaining EVs are placed into HP and Defense. Both an Adamant nature and an Impish nature have their perks. An Adamant nature lets Mega Scizor 2HKO physically defensive Landorus-T after one Shift Gear, while an Impish nature lets Mega Scizor survive two hits from Jolly Mega Tyranitar and Azumarill.

Usage Tips
========

Bring Mega Scizor in on resisted hits from the likes of Mega Diancie or Kangaskhan and figure out whether to set up or not. A few situations to avoid setting up with Mega Scizor include when the opponent has Quagsire, Sableye, or Heatran. If the opponent also carries Pokemon that Mega Scizor is unable to hit for super effective damage, it's best to avoid setting up until they are weakened. However, do take advantage of Mega Scizor's great bulk and try to set up on neutral hits that fail to 2HKO Mega Scizor, such as Kangaskhan's Extreme Speed, Gliscor's Earthquake, and Landorus-T's Earthquake. Roost is essential on Mega Scizor to increase its longevity and allow it to set up multiple times rather than just once, so don't be afraid to use it!

Team Options
========

Landorus-T makes for a good partner because it can beat Steel-types and can pivot into Mega Scizor with ease, giving it more freedom to set up. In a similar vein, Garchomp is a solid partner, but, unlike Landorus-T, it can beat Skarmory with Fire Blast in exchange for not being able to pivot. Running a Ground-type to take care of Steel-type Pokemon gives Mega Scizor much more freedom to run Knock Off. Magnezone and Rotom-W are good partners due to their synergy with Mega Scizor, ability to pivot via Volt Switch, and ability to soften foes gradually. Magnezone stands out in particular because it is able to take on Steel-types. Sableye is a valuable partner because it can spread status in the form of Will-O-Wisp or Dark Void and pivot into Mega Scizor with Parting Shot, which also eases setup for Mega Scizor. Kangaskhan forms a solid core with Mega Scizor that focuses on breaking down the opponent's team with their powerful physical onslaught and punching holes for the other. Once the opposing team has been weakened, one or the other has the opportunity to sweep. Water-types such as Azumarill and Suicune can take on Fire-types while Mega Scizor takes on Grass-type attacks. Similarly, Grass-types such as Serperior are good partners for Mega Scizor because they beat Quagsire, letting Mega Scizor sweep without fear of Quagsire walling it. This is unnecessary, however, if Mega Scizor runs Pin Missile because it usually 2HKOes Quagsire anyway.

[SET]
name: Offensive Shift Gear
move 1: Shift Gear
move 2: Gear Grind
move 3: Superpower
move 4: Roost / Knock Off
item: Scizorite
ability: Light Metal
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Shift Gear makes Mega Scizor one of the fastest and most powerful Pokemon in the metagame after just one boost. Gear Grind hits at 150 Base Power due to Technician. This is coming off of a matching base 150 Attack stat that allows Mega Scizor to make its way through even some Pokemon that resist Steel. Superpower is used specifically to hit Heatran and Ferrothorn. It's preferred over Knock Off as a main coverage move because it hits Steel-types for super effective damage, which is more useful than Knock Off's coverage or utility in most situations. Knock Off can still be used, however, if your team appreciates the removal of Leftovers and overall utility that it provides. Roost maintains Mega Scizor's longevity and works well because of Mega Scizor's great bulk and typing. It allows Mega Scizor to have a second chance later in the match should it be worn down early on in the match. Pin Missile lets Mega Scizor break through Quagsire, but it has poor coverage otherwise and it's hard to justify running it and giving up a coverage move. Baton Pass can be used to pass along boosts and get out of a tricky situation, while U-turn can be run to a similar effect while allowing Mega Scizor to hit the foe with a boosted U-turn in exchange for not passing the boosts. Bullet Punch has a niche in being able to smack Sableye before it hits Mega Scizor with Will-O-Wisp or Topsy-Turvy.

Set Details
========

Light Metal is the preferred ability over Swarm and Technician because it means that Scizor takes less damage from Low Kick and Grass Knot before Mega Evolving. Scizorite is always preferred over a Life Orb because of the increased power, bulk, and Speed. This comes in handy much more often than being able to select another Mega Evolution. Both a Jolly and an Adamant nature have their perks. A Jolly nature allows Mega Scizor to outspeed Choice Scarf Terrakion, Deoxys-S, and a +2 Braviary after Shift Gear, while an Adamant nature provides a larger boost in power at the expense of only letting Mega Scizor outspeed Choice Scarf Landorus-T, Choice Scarf Jirachi, and Choice Scarf Hydreigon after Shift Gear. Running maximum investment in Attack and Speed gives Mega Scizor full offensive potential, whereas running more defensive investment is frowned upon due to the nature of this set.

Usage Tips
========

This variant of Shift Gear Mega Scizor plays offensively, aiming to set up on Pokemon that it forces out and break down the opposing team. The plan on setting up is to come in on resisted attacks, such as Giga Drain and Moonblast, and then set up a Shift Gear. Pokemon such as Aerodactyl are afraid of a Gear Grind, so you're able to set up Shift Gear as they switch. If Mega Scizor runs Roost, it should be saved for later in the match. Due to this set not running defensive investment, it can't afford to take many powerful hits, so a turn for Roost can leave Mega Scizor vulnerable. Instead, it's better off used later in the match when Mega Scizor has taken prior damage so that Mega Scizor has an easier time setting up and sweeping. Capitalize on the opponent's fear of Shift Gear; use it as they switch, or even go directly for Gear Grind to gain chip damage. Be careful as to when Mega Scizor uses Superpower. Revealing it too early gives it away that Mega Scizor is running Superpower instead of Knock Off, dissuading the main targets, Ferrothorn and Heatran, from switching directly into Mega Scizor. Although this set aims to set up frequently, be careful not to set up Mega Scizor too much. Typically, one or two boosts are all it needs to be effective.

Team Options
========

Pivoting into Scizor through Volt Switch or U-turn provided by Rotom-W and Landorus-T is helpful to ease Mega Evolution. The two Pokemon mentioned are good in particular because Scizor can take on Grass-type attacks for Rotom-W and Ice-type attacks for Landorus-T; in return, Rotom-W and Landorus-T are both able to take on Fire-type Pokemon. Magnezone can also pivot into Scizor, and it has the added benefit of being able to trap and beat Steel-type Pokemon. Azumarill is a good partner for Mega Scizor because it is able to break down Mega Scizor's checks as Mega Scizor weakens Azumarill's checks as well. The synergy between them is excellent as well, with Azumarill sponging Fire-type attacks and Mega Scizor sponging Grass-type attacks. Garchomp works well alongside Mega Scizor because it's able to take on Fire-type attacks, set Stealth Rock, and weaken Skarmory with Fire Blast. Heatran shares fantastic defensive synergy with Mega Scizor and is able to set up Stealth Rock to gradually wear down the opponent's team. Finally, Thundurus weakens Water-types, which are typically used to halt Mega Scizor.

[SET]
name: Choice Band
move 1: Bullet Punch
move 2: U-turn
move 3: Gear Grind
move 4: Knock Off / Superpower
item: Choice Band
ability: Technician
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Choice Band-boosted Bullet Punch is an incredibly useful priority move for offensive teams because it packs enough raw power to pick off boosted sweepers such as Togekiss and Mega Diancie. U-turn hits Water-types predicting a Bullet Punch such as Mega Gyarados and Quagsire and hits reasonably hard even without a boost from Technician, grabbing momentum for the team. Gear Grind is insanely powerful after both Technician and Choice Band are applied, making Scizor able to effectively 2HKO nearly the entire metagame with just one move. Superpower hits Steel-type Pokemon such as Heatran, Ferrothorn, and Skarmory. The stat drops it brings along aren't detrimental because Scizor is usually going to switch out afterwards. Knock Off removes items, such as Leftovers and Eviolite, bringing excellent utility to the team and being incredibly useful in general. In a similar vein to Gear Grind, Pin Missile can be used to blast through Water-types and does not force Scizor out like U-turn does; however, it doesn't provide good coverage and clashes with U-turn too much to be considered viable. Pursuit is also viable to catch a foe off-guard as they switch, but it does leave Scizor in a vulnerable state if the opponent does not switch Pokemon.

Set Details
========

Choice Band increases Scizor's damage output more than Life Orb without dealing recoil damage; moreover, Scizor is typically switching often and getting worn down from Life Orb is not appealing. Scizorite isn't a recommended item for this set because Choice Band offers more immediate power, and Mega Scizor's niche lies within Shift Gear, which this set is not using. An Adamant nature and full offensive investment increase Scizor's attacking prowess to very frightening levels. Investing 252 Speed EVs doesn't let Scizor outspeed anything in particular, but it's nice to get the jump on slower Pokemon or uninvested Pokemon. However, a bulkier spread is plausible if Scizor's bulk and resistances are more useful to your team than pure offense. While investing the leftover four EVs into Defense does not allow Scizor to take any hit better, it does mean that Scizor isn't taking as much residual damage from entry hazards. Technician is the only ability Scizor can viably run, as otherwise it's very weak, and the other options it has are very mediocre.

Usage Tips
========

Scizor's main role is to click U-turn and keep momentum going, so if you're unsure of which move to use, U-turn is typically your safest bet. Going for Bullet Punch too early leaves Scizor in a bad position because it's typically too weak to 2HKO most Pokemon, which gives the foe opportunities to set up. Instead, save Bullet Punch for later in the match when it's able to clean up the opposing team or pick off boosted sweepers at lowered health. Only use Superpower on Heatran because the Attack and Defense drop leaves Scizor in a poor position where it's easily taken advantage of. However, do note that Scizor is outsped by both Choice Scarf Heatran and FastTran, so it's very risky in general to keep Scizor in on Heatran, even with Superpower. Knock Off is best used early in the match to remove Rocky Helmet so that U-turn is easier to use later in the match.

Team Options
========

Scizor fits well on VoltTurn cores thanks to its brute force and nice resistances. Electric-types such as Raikou, Mega Manectric, and Rotom-W are all good partners because of their synergy and ability to complement this core. Magnezone stands out in particular because it traps Steel-types and is able to use Volt Switch with ease. Rotom-W is also notable because it wears down Ground-types with Scald and keeps a solid momentum core with Scizor. Tyranitar is able to set Stealth Rock, takes on Fire-type Pokemon, and can also keep up momentum in the form of Parting Shot. Knock Off is also a solid utility move Tyranitar can pack so that Scizor itself does not have to run it. Togekiss appreciates the semi-slow U-turn that Scizor provides so that it can be brought in safely and possibly set up a Geomancy to sweep. Other Pokemon, such as Kangaskhan and Aegislash, appreciate the utility that Scizor provides as well. Frailer Pokemon such as Charizard and Darkrai appreciate the U-turn momentum to bring them in safely as well.

[SET]
name: Defensive Pivot
move 1: U-turn
move 2: Roost
move 3: Defog
move 4: Knock Off
item: Scizorite
ability: Light Metal
nature: Impish
evs: 248 HP / 116 Def / 144 Spe

[SET COMMENTS]
Moves
========

U-turn allows Mega Scizor to pivot in and out of the match, dealing chip damage and gaining momentum in the process. Despite no Attack investment, U-turn still hits reasonably hard when coming off of Mega Scizor's base 150 Attack stat. Roost supports Mega Scizor's longevity throughout the match and works well in tandem with Defog because it allows Mega Scizor to remove entry hazards while staying healthy, something that few other Defog users have the luxury of doing due to a weakness to Stealth Rock or a lack of bulk. Defog itself offers great team support, removing entry hazards for Pokemon weak to them such as Thundurus and Togekiss. It's also nice for Pokemon on VoltTurn cores because switching a lot when there are entry hazards on the field will wear the Pokemon down throughout the match. Mega Scizor is neutral to Stealth Rock and doesn't mind Toxic Spikes, making it a prime Defogger. Knock Off is a generally useful utility move, removing Eviolite and Leftovers while providing even more chip damage on the opponent's team. Sticky Web has merits as well because it can fit as a sort of "glue" to hold offensive teams together. With it, slower Pokemon no longer have to fear the faster Pokemon that can run over your team. However, Flying-types are incredibly prevalent, and it's a bit counterintuitive alongside Defog, so it's somewhat subpar. Considering how common priority is, Sticky Web doesn't really shine in the metagame.

Set Details
========

Running 144 Speed EVs allows Mega Scizor to outpace Tyranitar and Aegislash, pivoting with U-turn before they can strike with a powerful Diamond Storm or Shadow Ball, respectively. The rest of the EVs are placed into HP and Defense to maximize bulk. Running 248 HP EVs gives Mega Scizor an odd HP number, allowing it to come in on entry hazards more frequently than if it were to run 252 HP EVs. An Impish nature is more useful than an Adamant nature because this set doesn't need or require the power boost. While Leftovers is useful, Scizorite is ultimately more useful because of the bulk, Speed, and additional power it provides, along with a pseudo-resistance to Knock Off. Light Metal is useful pre-Mega Evolution to pivot in on Low Kick or Grass Knot and take less damage. Technician is not useful in this situation.

Usage Tips
========

Mega Scizor should be used as a pivot; bring it in on an attack, use U-turn to cause chip damage, and switch in the foe's counter. Use Defog when entry hazards are up so that Mega Scizor can more easily use U-turn to pivot around without taking damage just for coming in. Mega Scizor should use Roost sparingly due to its somewhat low PP. In a situation where it comes down to a stall war, Mega Scizor needs all the PP from Roost it can get. With an immunity to Toxic, Mega Scizor can be used as a status absorber for the team. While Thunder Wave is irritating, it does not completely cripple Mega Scizor like it does to faster Pokemon such as Darkrai, which is indefinitely crippled by Thunder Wave. However, Will-O-Wisp and Spore are incredibly annoying and are best kept away from Mega Scizor. Mega Evolve as soon as you're given an opportunity, as the increased bulk, Speed, and power are needed as quickly as possible. Capitalize on Mega Scizor's resistances to take hits for the team; don't be shy to switch Mega Scizor in on a Dragon-type attack.

Team Options
========

Zapdos is an excellent partner for Mega Scizor because it takes on Water-types, and it appreciates Mega Scizor's ability to remove Stealth Rock. Other Volt Switch, U-turn, Baton Pass, and Parting Shot Pokemon work well alongside Mega Scizor to form momentum cores. Pokemon such as Rotom-W, Landorus-T, Chansey, and Tyranitar are all perfect examples of this. Heatran is a solid partner for Mega Scizor because the two share good synergy and Heatran can set Stealth Rock, appreciates slow pivot support, and appreciates the shuffling Mega Scizor is able to cause. Because Mega Scizor acts as a pivot that is not weak to entry hazards and is able to remove them from the field, it pairs well with Pokemon that are weak to Stealth Rock such as Togekiss and Braviary. Clefable is a good partner as a safety precaution for setup sweepers that might take advantage of Mega Scizor's passiveness thanks to Unaware. The defensive synergy the two share is solid as well.

[STRATEGY COMMENTS]
Other Options
=============

Baton Pass sets are viable with Scizor's unique access to Shift Gear; however, it receives stiff competition in this role from Scolipede thanks to Speed Boost. Tailwind is an interesting option for Mega Scizor because, alongside U-turn, it allows Mega Scizor to pivot into a slower teammate to take advantage of the Speed boost; however, it's not a good option for just supporting Mega Scizor because Shift Gear outclasses it in every way. Megahorn has its merits over Pin Missile, such as being more consistent, but it's typically outclassed and subpar because Pin Missile, on average, will hit for slightly less damage and sometimes even more. Powder is an interesting move for Scizor, as it allows Scizor to punish Fire-types and cause them to damage themselves. King's Shield is an alright option that can catch unsuspecting physical attackers off-guard and works well because of Mega Scizor's already stellar bulk and typing.

Checks and Counters
===================

**Fire-types**: Heatran, Charizard, Talonflame, and every other Fire-type in the tier will likely OHKO Mega Scizor because of its crippling 4x weakness to their STAB moves. These Pokemon are able to take an unboosted Gear Grind; however, if they've been weakened early-game, they will be OHKOed by a boosted Gear Grind.

**Water-types**: Bulky Water-types such as Rotom-W, Suicune, Quagsire, and Gyarados all resist Gear Grind and aren't hit hard by any other moves. They threaten Scizor back with Scald burns or, in Gyarados's case, Thunder Wave.

**Steel-types**: If Mega Scizor lacks Superpower, Pokemon such as Heatran, Ferrothorn, and Skarmory are all very sturdy stops to Scizor. Steel-types also have access to King's Shield, which punishes Superpower because it is a contact move.

**Residual Damage**: Burns and entry hazards rack up damage over time. With a lack of Leftovers, Mega Scizor is able to be worn down quickly. Rough Skin, Iron Barbs, and Rocky Helmet are also extremely annoying.

**Thundurus**: While Thundurus is unable to directly switch in, it cripples Mega Scizor via priority Thunder Wave, putting Mega Scizor out of commission. It also resists all of Mega Scizor's moves bar Knock Off.
 
Last edited:
In the overview, change the bullet about being the highest "ranked" mega, to describing what qualities make it the most useful mega (the versatility, ability to force switches and build momentum, and stellar defensive typing). Also in key resistances, add normal and drop fairy (Since Togekiss, Azumarill, and Diancie, the three most common fairies in the tier, all possess a secondary STAB that hits neutrally, and won't stay in on any Scizor for the most part)

For the defensive shift gear set, remove the usage tip about using it in the early game, since it will have very low presence then, bar checking normals (and even if you do keep it, I'd suggest changing "spamming knock off" to "pivot and keep healthy"). Mention bullet punch as an anti Sableye measure, or address the presence of Sableye in usage tips where you say not to set up. Change the mention of Pin Missile to baton pass, since Pin Missile is used mainly to break through Quagsire, and you said to wait to bring this in until after Quagsire goes downAlso, slash in impish, since with the given spread and an impish nature, this set is able to set up on jolly mega Tyranitar and unboosted adamant Azumarill (37-44% from Diamond Storm/ Crabhammer), and gives an easier time accumulating boosts. Move the over-set up sentiment to the offensive set, where less setup is required with the additional investment, and tell the users that this set will accumulate a lot more boosts before it starts attacking. Add Magnezone and Rotom-w to the team options, due to steel trapping and momentum building reasons. Also change the item choice to something that conveys that leftovers should only be run if the mega slot must be preserved.

For the offensive SG set, don't mention u-turn since it tries to pull the set in a few too many directions. You already discuss how limited coverage is, don't give a suggestion to limit it any further. Move 96 evs from speed into hp, so that you will never take more than half from minimum attack Landorus-T Brave Bird/ Precipice Blades. Again for the item choice, stress that life orb is better only if the mega slot is needed elsewhere (and even then, mention leftovers). Change adamant to the first over jolly, since speed becomes less relevant as you set up (max speed at +2 outspeeds the unboosted metagame, and is only outsped by positive base 102's, Garchomp, and faster choice scarf users). Move the earlier mention of Pin Missile here, since if you're playing recklessly, you're more likely to encounter Quagsire. Again, mention Magnezone in the team options for trapping steels.

Add Gear Grind to the set in moveslot 3 (or 1, over Bullet Punch, although that's less realistic), and switch Pin Missile for Superpower. This is because nothing in the tier, bar Skarmory and Ferrothorn (which still take 34-40% each), can reliably come in on this attack, with Landorus-T being 2hko'd after Intimidate. Mention that the speed evs could also be put into hp, for a bulkier set. Magnezone should be mentioned in the team options, as well as thing like Charizard-Y and Darkrai which really appreciate the ability to come in unharmed after a u-turn.

Defensive pivot looks fine, just note that sticky web can be less effective due to the prominence of flying based teams and Extremespeed spam. Also, mention Gear Grind at some point, since even uninvested still allows Scizor to apply pressure on it's own.

For the other options, toxic is best left unmentioned, because the two best sets use Landorus-T as setup fodder, and the Scizor user actually doesn't want their opponent to switch out. Counter is mostly irrelevant as well, since, for the most part, things that it wants to counter are usually to afraid of a Gear Grind or coverage to stay in on Scizor (Tyranitar, Bisharp, Braviary, Aegislash). For the checks and counters, stress the importance of getting in a resistance in early, before the Scizor has a chance to setup too much. At +2, Charizard is nearly ohko'd and Chandelure, Magmortar, Mega houndoom, and Talonflame are all ohko'd by adamant max attack Gear Grind. In residual damage, add rocky helmet/ rough skin mentions.

QC 1 of 3
 
Thank you Ellipse =).

I just had one thing I did not implement: the mention of "if other Megas are required" because it conflicts with the Overview, and Shift Gear non-Mega Scizor is really mediocre. There's a lot less reason to use it, or else you're not really using Scizor very well. So I didn't want the reader to think non-Mega was incredibly viable. If anything, an OO mention.

Also, the 96 Speed EVs didn't seem very relevant because non-invested Brave Bird (or DA) and Precipice Blades are sort of uncommon. It's Earthquake on defensive sets, which does this:

4 Atk Landorus-T Earthquake vs. 0 HP / 0 Def Mega Scizor: 111-132 (39.5 - 46.9%) -- guaranteed 3HKO

Other than those comments, it's all implemented! Thanks, once again. I can't believe I forgot Magnezone :p!
 

Kit Kasai

Love colored magic
(I'm allowed to comment on these even if I'm not QC right?)

I think you should probably remove the point about bluffing Technician, as you don't really get anything out of "bluffing" it. It's more because Light Metal outclasses all the other abilities Scizor could have pre Mega, as Technician and Swarm don't do anything defensively.

About Pin Missile, the defensive set is fine, but I definitely think you should at least slash it on the Offensive set. You have the last slot for coverage anyways. Pin Missile basically threatens all the bulky water types that Scizor has trouble dealing with except for Gyarados. This is mainly Quagsire and Blatoise-Mega, but also some less common threats like Suicune.

I was also thinking about the EV spread for the defensive set for a bit, I didn't get it at first but I guess it makes sense so you can be faster than Lando-T and roost off damage. Problem is it isn't actually completely reliable:
252 Atk Landorus-T Precipice Blades vs. 248 HP / 76 Def Mega Scizor: 151-178 (44 - 51.8%) -- 13.3% chance to 2HKO

Even less so with prior damage or rocks. I wonder if there's a more effective spread for it?


Also a few points on the defensive pivot set:
  • Mega Scizor is a pivot. Bring it on an attack, pivot to gain chip damage into that Pokemon's counter. It's basically keeping momentum up, which is what Mega Scizor's main goal is.
By "that Pokemon's counter" I assume you mean Scizor's counters right? Because right now it sounds like you're dealing damage to the counter of the pokemon that you switched in on.
And this sentence is unfinished for some reason:
  • Utilize Scizor's excellent resistances! It has a ton of them, cap
Otherwise nice job, it looks professional.
 

EV

Banned deucer.
Overview

  • First bullet: Where's the fifth set?
  • Along with Priority Thunder Wave you can mention priority Will-O-Wisp and Dark Void from Sableye. But since you mention Sableye in the first set, you can just say it's vulnerable to priority status here instead.

Defensive Shift Gear
Set Details
  • Agreeing that EVs should always live a 2HKO from Landorus-T's EQ/DA. Even if Adamant misses out on the 2HKO at least it will live and keep setting up.
Team Options
  • Change Rotom-W to Scizor in this sentence: "Magnezone can trap Steel-types for Rotom-W(?) as well."
  • Do you mean Sableye can ease set up FOR Mega Scizor?

Offensive Shift Gear
Moves
  • Skarmory lacking Whirlwind becomes setup bait and loses to Gear Grind eventually. Superpower isn't important for it.
  • Technically, Steel+Dark has superior coverage over Steel+Fighting (1 resist v 5 in S/A rank).
  • I wouldn't mention Knock Off's usefulness in hitting Psychic, since most are frail and die to Gear Grind. It's more for neutral hits than SE.
  • Add Baton Pass as an option here. When coverage can't get through something it can BP out and send along the boosts.
Usage Tips
  • Regarding holding back your Superpower, you should also note that it reduces Attack/Defense by one each, leaving it more vulnerable and weaker.
  • I don't understand the last bullet. It comes off as "play sloppy," when you should be hitting Gear Grind or Roost most of the time until you can setup. That's smart, not reckless.
Team Options
  • I don't understand the first bullet. Are you saying Raikou resists Ice? Please re-word.
  • You could mention that Heatran and Thundurus can stallbreak for Scizor with Taunt+Status and Taunt, respectively.

Choice Band
Moves
  • Pursuit could get a mention to trap defensively frail Pokemon on the run and to remove Psychics & Ghosts regardless.
Usage Tips
  • All its moves make contact, so why does Knock Off deserve a mention in regards to contact damage? Please clarify.
Team Options
  • Does Scizor really struggle that much with bulky Ground-types? I'd rather mention how Rotom-W can hit Fire-types, which resist Steel and Bug.

Defensive Pivot
Moves
  • Mention how it isn't weak to SR and it's immune to Tspikes, making hazard control a good option versus some other Defoggers.
  • All Defoggers can learn Roost in STABmons, so I'm not sure what the second bullet point accomplishes. Please expand/re-word.
  • I wouldn't just mention Extreme Speed in regards to Sticky Web. I'd say priority in general.
Team Options
  • Change 4x Stealth Rock weak to 2x.

Strategy Comments

OO
  • You have Baton Pass here but you don't even mention Shift Gear, the two of which are viable on the Offensive Shift Gear set. Honestly I wouldn't bother mentioning these other boosts: Scolipede does them better.
C & C
  • Add Rotom-H to Fire-types. Like Heatran it 4x resists Steel but isn't weak to its other coverage.
  • For the Water-types I'd mention T-wave for Gyarados, not Scald. Also where's Quagsire?
  • Steel types: No mention of King's Shield in the entire analysis as a check to Scizor? Now's the time!
  • For Thundurus you can also mention how it resists Steel, Bug, and Fighting.

QC 2 of 3 approved.
 
Last edited:
Overview

  • First bullet: Where's the fifth set?
  • Along with Priority Thunder Wave you can mention priority Will-O-Wisp and Dark Void from Sableye. But since you mention Sableye in the first set, you can just say it's vulnerable to priority status here instead.

Defensive Shift Gear
Set Details
  • Agreeing that EVs should always live a 2HKO from Landorus-T's EQ/DA. Even if Adamant misses out on the 2HKO at least it will live and keep setting up.
Team Options
  • Change Rotom-W to Scizor in this sentence: "Magnezone can trap Steel-types for Rotom-W(?) as well."
  • Do you mean Sableye can ease set up FOR Mega Scizor?

Offensive Shift Gear
Moves
  • Skarmory lacking Whirlwind becomes setup bait and loses to Gear Grind eventually. Superpower isn't important for it.
  • Technically, Steel+Dark has superior coverage over Steel+Fighting (1 resist v 5 in S/A rank).
  • I wouldn't mention Knock Off's usefulness in hitting Psychic, since most are frail and die to Gear Grind. It's more for neutral hits than SE.
  • Add Baton Pass as an option here. When coverage can't get through something it can BP out and send along the boosts.
Usage Tips
  • Regarding holding back your Superpower, you should also note that it reduces Attack/Defense by one each, leaving it more vulnerable and weaker.
  • I don't understand the last bullet. It comes off as "play sloppy," when you should be hitting Gear Grind or Roost most of the time until you can setup. That's smart, not reckless.
Team Options
  • I don't understand the first bullet. Are you saying Raikou resists Ice? Please re-word.
  • You could mention that Heatran and Thundurus can stallbreak for Scizor with Taunt+Status and Taunt, respectively.

Choice Band
Moves
  • Pursuit could get a mention to trap defensively frail Pokemon on the run and to remove Psychics & Ghosts regardless.
Usage Tips
  • All its moves make contact, so why does Knock Off deserve a mention in regards to contact damage? Please clarify.
Team Options
  • Does Scizor really struggle that much with bulky Ground-types? I'd rather mention how Rotom-W can hit Fire-types, which resist Steel and Bug.

Defensive Pivot
Moves
  • Mention how it isn't weak to SR and it's immune to Tspikes, making hazard control a good option versus some other Defoggers.
  • All Defoggers can learn Roost in STABmons, so I'm not sure what the second bullet point accomplishes. Please expand/re-word.
  • I wouldn't just mention Extreme Speed in regards to Sticky Web. I'd say priority in general.
Team Options
  • Change 4x Stealth Rock weak to 2x.

Strategy Comments

OO
  • You have Baton Pass here but you don't even mention Shift Gear, the two of which are viable on the Offensive Shift Gear set. Honestly I wouldn't bother mentioning these other boosts: Scolipede does them better.
C & C
  • Add Rotom-H to Fire-types. Like Heatran it 4x resists Steel but isn't weak to its other coverage.
  • For the Water-types I'd mention T-wave for Gyarados, not Scald. Also where's Quagsire?
  • Steel types: No mention of King's Shield in the entire analysis as a check to Scizor? Now's the time!
  • For Thundurus you can also mention how it resists Steel, Bug, and Fighting.

QC 2 of 3 approved.
Implemented =).

So... This is my five thousandth post. That's kinda crazy! I've thought long and hard about what to make my 5k about it and it has been decided. I'll write this post in honor of the Esteemed Room Owner (#) of the Cosmopolitan room on Pokémon Showdown!™ BulbaSword. BulbaSword. Where do I even begin? You're an excellent Room Owner, a Sports Moderator (@) and a Tournaments Driver (%), AND a Global Voice (+). Your auth level is off the charts. Honestly, man, how do you have all this responsibility and maintain all of your responsibilities? I'm truly astounded at your mental capacity, your vigor, and your dedication. I aspire to be you, one day. Honestly, BulbaSword, you're a Risk™ God. And a Doubles master. And a LC God. And you slayed Magnemite in a PU battle, because you're literally a God. You're skilled at a vast variety of tiers, all while having the duties of a Room Owner. How? How do you do it? How can you manage to be such a Lord? Thank you, BulbaSword, for gracing Pokémon Showdown!.com with your wonderfulness. :heart:

and the other shoutouts ;)

Hey everyone! So, I'm unfixable, as you know. This is my five thousandth post... That's quite a lot! Yeah, I like to post, and I post in a variety of forums. Over the few years I've been here, approaching two, I've made a lot of friends. I just wanted to make a post saying that I love you all =). You guys are pretty great, and I'm happy that we've gotten to know each other! If I forgot a name, feel free to PM me, I was tired making this list :[. Even if I left you out, I still like you the same!
:heart:
General: Eevee Drift Wizard anto Feliburn Champion Albert Dirpz Sae Sae Timbuktu Arikado Arhops Ununhexium Lucina09 ashiemore Jellicent Typhlito Aragorn the King az Blitzamirin cant say Hulavuta Zodiax Mysteria Recreant Sun King Vertex Salemance ethan06 fleurdyleurse xzern GatoDelFuego Pearl. iplaytennislol Jac Lord Alphose fleurdyleurse Transmuter Vacate xastify MikeDawg Muk Nani Man Psych Raseri Redew Rekeri Ruby. Mamp P Squared Valmanway Celticpride
EDIT; Why are some people just seeing this D:. tags bad. :(
 
Last edited:
That didn't highlight me oddly enough. Gj on the Scizor analysis :] second one to be uploaded y/n. (lol you have 50X the posts i have)
 
Everything looks good. There are just a few tidbits.

Change nothing about the Overview or the Defensive Shift Gear set.

For the Offensive Shift Gear set, a spread of 252HP/252Atk/4Spe has its uses. It may deserve a mention. You could also say something about Bullet Punch in this set. It's mentioned in the Defensive Shift Gear set, and the offensive set could use it for the same purpose.

Choice Band is good. So is the Defensive Pivot.

As for Other Options, Defend Order is useful enough to be listed (even though it probably won't work too well in most matches). Also, even though you dismiss Baton Pass since Scollipede is mostly better at that role, it is fair to mention that Scizor has greater bulk than Scollipede does, and Scizor also isn't as weak to the ever common priority moves.

And with Checks and Counters, I don't know of any you missed (Though, fire moves on non-fire types is something to be wary of.)

QC 3 of 3
 
Last edited:
hey yo, i implemented the above check.

i'm not ready for gp yet, so please don't do it D:

i'll change tag to ce and add into queue when ready :)
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus


1/2 :)
add remove comment
[OVERVIEW]

Scizor makes a splash in the STABmons metagame thanks to its wide movepool, excellent versatility, and ability to force switches easily, all of which make it difficult to check. (or something similar; the following sentence is worded a bit strangely) This leaves it in a position of difficulty to check. Mega Scizor is the best abuse user of Shift Gear in the metagame by virtue of heaps of bulk, a high Attack stat, and the ability Technician, which amplifies Gear Grind to insanely high power. Bug / Steel typing is a blessing for Scizor because it leaves it with just one weakness, multiple key resistances to types such as Normal, Ice, and Dragon, and a neutrality to Stealth Rock, leaving (used a variant in this sentence already) granting it ample switch in opportunities to switch in. One key thing Mega Scizor has over other Mega Pokemon in the tier metagame is that it lacks true competition. It's arguably the best Mega Pokemon in the tier metagame thanks to all of its wonderful attributes leaving it nearly unmatched as a setup sweeper. However, Scizor has one noticeable flaw in its weakness to the prevalent Fire-type. Pokemon such as Charizard, Heatran, and Talonflame are top-tier threats that can all pressure Scizor and easily OHKO it with their STAB moves. While Scizor does have great coverage in between just a few moves, it's always left with a certain Pokemon that can check it due to a lack of a certain move. For example, Mega Scizor gets beaten by Heatran should it forgo Superpower for Knock Off. Priority status from Thundurus and Sableye puts a damper on Mega Scizor's sweep with Thunder Wave and Dark Void, respectively. Despite a few key flaws holding Mega Scizor back from its true potential, it's an insane offensive powerhouse that needs to be accounted for on every team.

[SET]
name: Defensive Shift Gear
move 1: Shift Gear
move 2: Gear Grind
move 3: Roost
move 4: Knock Off / Superpower
item: Scizorite
ability: Light Metal
nature: Adamant / Impish
evs: 248 HP / 76 Def / 184 Spe

[SET COMMENTS]
Moves
========

Shift Gear raises Mega Scizor's stats to very scary levels, letting allowing it to outspeed fast Pokemon such as Aerodactyl and Darkrai while and boosting Attack in the process. After a boost, Mega Scizor's even able to outspeed certain Choice Scarf users such as Landorus-T. Gear Grind is a multi-hit move boosted by Technician, hitting an effective Base Power of 150. This is Mega Scizor's primary STAB move, blasting through the portion of the metagame that does not resist it. Roost maintains Mega Scizor's longevity and lets it set up on certain Pokemon such as Choice Scarf Landorus-T locked into Earthquake because Earthquake is unable to achieve a 2HKO on Mega Scizor. Knock Off is a useful utility move to break down defensively(remove dash)oriented teams in the early-game, making way for an easier sweep later in the match. Superpower's hits Steel-types such as Heatran, its main target, and other Steel-types such as Ferrothorn and Skarmory. Baton Pass is a very useful move to pivot out of counters while passing along boosts to a teammate. Pin Missile is an alternative move that can be ran run because it is able to hit a shocking 187 Base Power of 187 on a five-hit roll and grants Mega Scizor the ability to muscle past Quagsire. However, the coverage is poor and it can come fall short with just two hits. Bullet Punch finds a niche in hitting being used to hit Sableye before it cripples Mega Scizor with Will-O-Wisp, Dark Void, or Topsy-Turvy.

Set Details
========

Scizorite is preferred over Leftovers in nearly all situations thanks to the increased bulk, Speed, and power that comes come with a Mega Evolution. Light Metal is chosen because it means that Scizor takes less damage from Low Kick and Grass Knot before Mega Evolving. While this is incredibly situational, it still has that one specific niche and Technician and Swarm aren't very useful anyways otherwise. However, Technician could potentially be used if you want to wait for Mega Scizor to Mega Evolve to bluff it not being Mega, but you're typically going to Mega Evolve Scizor as soon as you can, so it's unwise. Running 184 Speed EVs allows Mega Scizor to outspeed Choice Scarf Landorus-T after one Shift Gear, while and the rest is dumped into bulk. Both an Adamant nature and an Impish nature have their perks. An Adamant nature lets Mega Scizor 2HKO physically defensive Landorus-T after a Shift Gear, while an Impish nature lets Mega Scizor live survive two hits from Jolly Mega Tyranitar and Azumarill.

Usage Tips
========

Bring Mega Scizor in on resisted hits from the likes of Mega Diancie or Kangaskhan and figure out whether to set up or not. A few situations to avoid setting up with Mega Scizor is include when the opponent has a Quagsire, Sableye, or Heatran. If the opponent also carries Pokemon Mega Scizor is unable to hit for super effective damage, it's best to avoid setting up until they are weakened. However, do take advantage of Mega Scizor's great bulk and try and to set up on neutral hits that fail to 2HKO Mega Scizor, (comma) such as Kangaskhan's Extreme Speed, Gliscor's Earthquake, and Landorus-T's Earthquake. Roost is essential on Mega Scizor to increase its longevity and allows it to set up multiple times rather than versus just once, so don't be afraid to use it!

Team Options
========

Landorus-T makes for a good partner because it can beat Steel-types and can pivot into Mega Scizor with ease, giving it more freedom to set up. In a similar vein, Garchomp is a solid partner but can beat Skarmory in particular via Fire Blast in return for not being able to a lack of pivoting. By rRunning a Ground-type to take care of Steel-type Pokemon, gives Mega Scizor has much more freedom to run Knock Off (changes made there to avoid dangling modifier). Magnezone and Rotom-W are good partners due to their synergy with Mega Scizor, ability to pivot via Volt Switch, and ability to because they soften opponents foes gradually (repetition of "ability to" isn't ideal, but the list wasn't parallel before; you can change "ability" to something else as long as it's a noun). Magnezone stands out in particular because it, like the former aforementioned Ground-types, is able to take on Steel-types. Sableye is a valuable partner because it can spread status in the form of Will-O-Wisp or Dark Void and pivot into Mega Scizor with Parting Shot, which also eases setup for Mega Scizor. Kangaskhan forms a solid core with Mega Kangaskhan that focuses on breaking down the opponent's team with their powerful physical onslaught and punching holes for the other. Once the opposing team has been weakened, one or the other has the opportunity to sweep. Water-types such as Azumarill and Suicune can take on Fire-types while Mega Scizor takes on Grass-type attacks. Similarly, Grass-types such as Serperior are good partners for Mega Scizor because they beat Quagsire, letting Mega Scizor sweep without fear of Quagsire walling it. This is unnecessary, however, if Mega Scizor runs Pin Missile because Quagsire is usually 2HKOed by it.

[SET]
name: Offensive Shift Gear
move 1: Shift Gear
move 2: Gear Grind
move 3: Superpower
move 4: Roost / Knock Off
item: Scizorite
ability: Light Metal
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Shift Gear puts makes Mega Scizor as one of the fastest and most powerful Pokemon in the metagame after just one boost. Gear Grind hits at 150 Base Power due to Technician. This is coming off of a matching base 150 Attack stat that allows Mega Scizor to make its way through even some Pokemon that resist Steel resists. Superpower is used specifically to hit Heatran and Ferrothorn. It's preferred over Knock Off as a main coverage move because it hits Steel-types for super effective damage, which is more useful than Knock Off's coverage or utility in most situations. Knock Off can still be used, however, if your team appreciates the removal of Leftovers and overall utility that it provides. Roost maintains Mega Scizor's longevity and works well because of Mega Scizor's great bulk and typing. It allows Mega Scizor to have a second wind later in the match should it be worn down early on in the match. Pin Missile lets Mega Scizor break through Quagsire, but it has poor coverage otherwise and it's hard to justify running it and giving up a coverage move. Baton Pass can be used to pass along boosts out of a counter (seems to be redundant with this "get out of a tricky situation" part) and get out of a tricky situation, while U-turn can be run to a similar effect while allowing Mega Scizor to hitting the opponent foe with a boosted U-turn in return for not passing the boosts. Bullet Punch has a niche in being able to smack Sableye before it hits Mega Scizor with Will-O-Wisp or Topsy-Turvy.

Set Details
========

Light Metal is the preferred ability over Swarm and Technician because it means that Scizor takes less damage from Low Kick and Grass Knot before Mega Evolving. Scizorite is always preferred over a Life Orb because of the increased power, bulk, and higher Speed stat. This comes in handy much more often than being able to select another Mega Evolution. Both a Jolly and an Adamant nature have their perks. A Jolly nature allows Mega Scizor to outspeed Choice Scarf Terrakion, Deoxys-Speed, and a +2 Braviary after a Shift Gear, while an Adamant nature provides a larger boost in power at the expense of only letting Mega Scizor outspeeding Choice Scarf Landorus-T, Choice Scarf Jirachi, and Choice Scarf Hydreigon after a Shift Gear. Running maximum investment in Attack and Speed gives Mega Scizor full offensive potential, whereas running more defensive investment is frowned upon due to the nature of this set.

Usage Tips
========

This variant of Shift Gear Mega Scizor plays more offensively, aiming to set up on Pokemon it forces out and break down the opposing team. The plan on setting up is to come in on resisted hits, such as Giga Drain and Moonblast, and set up a Shift Gear. Pokemon such as Aerodactyl are afraid of a Gear Grind, so you're able to set up a Shift Gear as they switch. If Mega Scizor runs Roost, then it should be saved for later in the match. Due to this set not running defensive investment, it can't afford to take on many powerful hits, so a turn for Roost can leave Mega Scizor vulnerable. Instead, it's better off used later in the match when it's (confusion with the previous "it's" in this sentence) Mega Scizor has taken prior damage so that Mega Scizor has an easier time setting up and sweeping. Capitalize on the opponent's fear of Shift Gear; use it as they switch, or even just go directly for Gear Grind to gain chip damage. Be careful as to when Mega Scizor uses Superpower. Revealing it too early gives it away that it's Mega Scizor is running Superpower instead of Knock Off, dissuading the main targets lures, Ferrothorn and Heatran, from switching directly into Mega Scizor. Although this set aims to set up frequently, be careful not to over-set up Mega Scizor. Typically, one or two boosts is all it really needs to be effective.

Team Options
========
(hm, you've pretty consistently used "Mega Scizor" for this set until this paragraph)
Pivoting into Scizor through Volt Switch or U-turn provided by Rotom-W and Landorus-T to bring Scizor safely in ("...is helpful" or something; this isn't a complete sentence at the moment). The two Pokemon mentioned are good in particular because Scizor can take on Grass-type attacks for Rotom-W and Ice-type attacks for Landorus-T; in return, Rotom-W and Landorus-T are both able to take on Fire-type Pokemon. Magnezone can also pivot into Scizor, and it has the added benefit of being able to trap and beat Steel-type Pokemon. Azumarill is a good partner for Scizor because it is able to break down Scizor's checks as Scizor weakens down Azumarill's checks as well. The synergy between them is excellent as well, with Azumarill sponging Fire-type attacks and Scizor sponging Grass-type attacks. Garchomp works well alongside Scizor because it's able to take on Fire-type attacks, set Stealth Rock, and weaken Skarmory via Fire Blast. Heatran shares fantastic synergy with Scizor, (remove comma) and is able to set Stealth Rock to gradually wear down the opponent's team. Finally, Thundurus weakens Water-types to ease into a Mega Scizor sweep.

[SET]
name: Choice Band
move 1: Bullet Punch
move 2: U-turn
move 3: Gear Grind
move 4: Knock Off / Superpower
item: Choice Band
ability: Technician
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Choice Band-boosted Bullet Punch is and an incredibly useful priority move for offensive teams because it packs enough raw power to pick off boosted sweepers such as Togekiss and Mega Diancie. U-turn hits Water-types predicting a Bullet Punch such as Mega Gyarados and Quagsire that predict a Bullet Punch and hits reasonably hard otherwise, even without a boost from Technician, grabbing momentum for the team. Gear Grind is insanely powerful after both Technician and Choice Band are applied, making it Scizor able to effectively 2HKO nearly the entire tier metagame with just one move. Superpower hits Steel-type Pokemon such as Heatran, Ferrothorn, and Skarmory. The drop it brings along isn't very crucial because Scizor is usually going to switch out afterwards. Knock Off removes items, (comma) such as Leftovers and Eviolite, bringing excellent utility to the team and is being incredibly useful in general. In a similar vein to Gear Grind, Pin Missile can be used to blast through Water-types and does not force Scizor out like U-turn does; however, it doesn't provide good coverage and clashes with U-turn too much to be considered viable. Pursuit is also viable to catch an opponent off-guard as they switch, but it does leave Scizor in a vulnerable state if the opponent does not switch.

Set Details
========

Choice Band increases Scizor's damage output more than Life Orb, but without recoil, and is generally more useful because Scizor is typically switching often and getting worn down from Life Orb is not appealing. Scizorite isn't a recommended item for this set because Choice Band offers more power right off the bat, and Mega Scizor's niche lies within Shift Gear, which this set is not using. An Adamant nature and full offensive investment increases increase Scizor's attacking prowess to very frightening levels. Investing 252 Speed EVs doesn't let Scizor outspeed anything in particular, but it's nice to get the jump on slower Pokemon or uninvested Pokemon. However, a bulkier spread is plausible if Scizor's bulk and resistances are more useful to your team than pure offense. While investing the leftover four EVs into Defense does not allow Scizor to take any hit better, it does mean that Scizor isn't taking as much residual damage from entry hazards. Technician is the only ability Scizor can viably run, as otherwise it's very weak, (comma) and the other options it has are very mediocre.

Usage Tips
========

Scizor's main priority is to click U-turn and keep momentum going, so if you're unsure of which move to use, U-turn is typically your safest bet. Going for Bullet Punch too early leaves Scizor in a bad position because it's typically too weak to 2HKO most Pokemon, which gives the opponent opportunities to set up. Instead, save Bullet Punch for later in the match when it's able to clean up the opposing team or pick off boosted sweepers at lowered health. Only use Superpower on Heatran on the switch ins, (is that right? if you meant like..."only use it on Heatran, which is a common switch-in to Scizor", I'd probably just take out "switch ins", as it doesn't seem too essential) as otherwise the Attack and Defense drop leaves Scizor in a poor position where it's easily taken advantage of. However, do note that Scizor is outsped by both Choice Scarf Heatran and FastTran, so it's very risky in general to keep Scizor in on Heatran even with Superpower. Knock Off is best spammed early in the match to remove Rocky Helmet, most importantly, so that U-turn is easier to use later in the match.

Team Options
========

Scizor fits well on VoltTurn cores thanks to its brute force and nice resistances. Electric-types such as Raikou, Mega Manectric, and Rotom-W are all good partners because of their synergy and ability to complement this core. Magnezone stands out in particular because it traps Steel-types and is able to Volt Switch with ease. Rotom-W is also notable because it wears down Ground-types with Scald and keeps a solid momentum core with Scizor. Tyranitar is able to set Stealth Rock, takes on Fire-type Pokemon, and can also keep up momentum in the form of Parting Shot. Knock Off is also a solid utility move Tyranitar can pack so packs because it means that Scizor itself does not have to run it. Togekiss appreciates the semi-slow U-turn that Scizor provides so that it can be brought in safely and hopefully set up a Geomancy to sweep. Other Pokemon, such as Kangaskhan and Aegislash, appreciate the luxury that Scizor provides as well. ("luxury" is kinda vague; are you still talking about the slow U-turn?) Frailer Pokemon such as Charizard and Darkrai appreciate the U-turn momentum to bring them in safely as well.

[SET]
name: Defensive Pivot
move 1: U-turn
move 2: Roost
move 3: Defog
move 4: Knock Off / Sticky Web
item: Scizorite
ability: Light Metal
nature: Impish
evs: 248 HP / 116 Def / 144 Spe

[SET COMMENTS]
Moves
========

U-turn allows Mega Scizor to pivot in and out of the match, causing chip damage and gaining momentum in the process. Despite no Attack investment, U-turn still hits reasonably hard when coming off of Mega Scizor's base 150 Attack stat. Roost keeps supports Mega Scizor's longevity throughout the match and works well in tandem with Defog because it allows Mega Scizor to remove entry hazards while staying healthy in the process, (says the same thing as "while") something few other Defog users have the luxury of doing due to a weakness to Stealth Rock or a lack of bulk. Defog itself offers great team support, removing entry hazards for Pokemon weak to it them such as Thundurus or and Togekiss. It's also nice for Pokemon on VoltTurn cores because switching a lot when there are entry hazards on the field will cause to entry hazard damage wearing the Pokemon down throughout the match. Mega Scizor is neutral to both Stealth Rock and Spikes, (remove comma; also, is Spikes really something you can be neutral to?) and doesn't mind Toxic Spikes, making it a prime Defogger. Knock Off is a generally useful utility move, removing Eviolite and Leftovers, (remove comma) while gaining providing even more chip damage on the opponent's team. Sticky Web has merits as well because it can fit as a sort of "glue" to hold offensive teams together. With it, slower Pokemon, they no longer have to fear the faster Pokemon which can run over your team. However, Flying-types are incredibly prevalent, and it's a bit redundant (maybe "counterintuitive"/"counterproductive"?) alongside Defog, so it's somewhat subpar. With (maybe "Considering"?) how common priority is, Sticky Web doesn't really shine in the metagame.

Set Details
========

Running 144 Speed EVs allows Mega Scizor to outpace Tyranitar and Aegislash, pivoting with U-turn before they can strike with a powerful Diamond Storm or Shadow Ball, respectively. The rest of the EVs are dumped into HP and Defense to maximize bulk. Running 248 HP EVs gives Mega Scizor an odd HP number, allowing it to come in on entry hazards more frequently than if it were to run 252 HP EVs because it takes less this way. (I think you explained it well enough w/o that bit) An Impish nature, unlike the first set, (no cross-set referencing) is more useful than an Adamant nature because there's not real power on this set that doesn't needs or requires the power boost. While Leftovers is useful, Scizorite is ultimately more useful because of the bulk, Speed, and additional power, (remove comma) it provides. A, along with a pseudo-resistance to Knock Off. Light Metal is useful pre-Mega Evolution to pivot in on Low Kick or Grass Knot and take less damage. Technician is not useful in this situation.

Usage Tips
========

Mega Scizor should be used as a pivot; bring it in on an attack, use U-turn to cause chip damage, and switch in get out to the foe's counter. Use Defog when entry hazards are up so that Mega Scizor can more easily use U-turn is more easily used to pivot around without taking damage just for coming in. Mega Scizor should use Roost sparingly due to its somewhat short-lived PP. In a situation where it comes down to a stall war, Mega Scizor needs all the PP from Roost it can get. With an immunity to Toxic, Mega Scizor can be used as a status absorber for the team. While Thunder Wave is irritating, it does not completely cripple Mega Scizor unlike something such as Darkrai, which is indefinitely crippled by Thunder Wave. However, Will-O-Wisp and Spore are incredibly annoying, (remove comma) and are best kept away from Mega Scizor. Mega Evolve as soon as you're given an opportunity, as the increased bulk, Speed, and power are needed as quickly as possible. Capitalize on Mega Scizor's resistances to take hits for the team,; (semicolon) don't be shy to switch Mega Scizor in on a Dragon-type attack.

Team Options
========

Zapdos is an excellent partner for Mega Scizor because it takes on Water-types, and it appreciates Mega Scizor's ability to remove pesky entry hazards. Other Volt Switch, U-turn, Baton Pass, and Parting Shot Pokemon work well alongside Mega Scizor to form momentum cores. Pokemon such as Rotom-W, Landorus-T, Chansey, and Tyranitar are all perfect examples of this. Heatran is a solid partner for Mega Scizor because the two share good synergy and Heatran can set Stealth Rock, be pivoted into, (the passive phrasing there is a little awkward, maybe something like ", likes slow pivot support" or something idk) and appreciates the shuffling Mega Scizor is able to cause. Because Mega Scizor acts as a pivot that is not weak to entry hazards and is able to remove them from the field, it pairs well with Pokemon that are weak to Stealth Rock such as Togekiss and Braviary. Clefable is a good partner as a safety precaution for if setup sweepers that might take advantage of Mega Scizor's passiveness thanks to Unaware. The synergy the two share is solid as well.

[STRATEGY COMMENTS]
Other Options
=============

Baton Pass sets are viable with Scizor's unique access to Shift Gear; however, it receives stiff competition in this role from Scolipede thanks to Speed Boost. Tailwind is an interesting option for Mega Scizor because, alongside U-turn, it allows Mega Scizor to set up a Tailwind and pivot into a slower teammate to take advantage of the Speed boost; however, it's not a good option for just supporting Mega Scizor because Shift Gear outclasses it in every way. Megahorn has its merits over Pin Missile, such as being more consistent, but it's typically outclassed and subpar because Pin Missile, on average, will hit for a smidgen less damage and sometimes even more. Powder is an interesting move for Scizor, (comma) as it allows it Scizor to punish Fire-types and cause them to damage themselves. King's Shield is an alright option that can catch unsuspecting physical attackers off-guard and works well because of Mega Scizor's already stellar bulk and typing.

Checks & Counters
===================

**Fire-types**: Heatran, Charizard, Talonflame, and every other Fire-type in the tier will likely OHKO Mega Scizor because of its crippling 4x weakness to their STAB moves. These Pokemon are able to take unboosted Gear Grind; however, if they've been weakened early-game, then they will be OHKOed by a boosted Gear Grind.

**Water-types**: Bulky Water-types such as Rotom-W, Suicune, Quagsire, and Gyarados all resist Gear Grind and aren't hit hard by any other moves. They threaten in return with Scald burns, or, in Gyarados's case, Thunder Wave, in Gyarados's case.

**Steel-types**: If Mega Scizor lacks Superpower, Pokemon such as Heatran, Ferrothorn, and Skarmory are all very sturdy stops to Scizor. Steel-types also have King's Shield, which punishes Superpower because it is a contact move.

**Residual Damage**: Burns and entry hazard damage rack up over time. With a lack of Leftovers, Mega Scizor is able to be worn down quickly. Rough Skin, Iron Barbs, and Rocky Helmet are also extremely annoying.

**Thundurus**: While Thundurus is unable to switch directly switch in, it cripples Mega Scizor via priority Thunder Wave, putting Mega Scizor out of commission. It also resists all of Mega Scizor's moves bar Knock Off.
 
Last edited:
Implemented! Thank you, P Squared. I fixed the portion about pivoting in the second set (I think?) by making it sound like the pivot is into regular Scizor so it can Mega Evolve. The teammates from there are for Mega Scizor. Hopefully that makes sense! Otherwise, ready for 2/2.
 

Empress

Warning: may contain traces of nuts
is a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Add
Remove

Comment

[OVERVIEW]

Scizor makes a splash in the STABmons metagame thanks to its wide movepool, excellent versatility, and ability to force switches easily, all of which make it difficult to check. Mega Scizor is the best user of Shift Gear in the metagame by virtue of heaps of bulk, a high Attack stat, and the ability Technician, which amplifies Gear Grind to insanely high power. Bug / Steel typing is a blessing for Scizor because it leaves it with just one weakness, multiple key resistances to types such as Normal, Ice, and Dragon, and a neutrality to Stealth Rock, granting it ample opportunities to switch in. One key thing trait Mega Scizor has over other Mega Pokemon Evolutions in the metagame is that it lacks true competition. It's arguably the best Mega Pokemon Evolution in the metagame thanks to all of its wonderful attributes leaving it nearly unmatched as a setup sweeper. However, Scizor has one noticeable flaw in its weakness to the prevalent Fire-type. Pokemon such as Charizard, Heatran, and Talonflame are top-tier threats that can all pressure Scizor and easily OHKO it with their STAB moves. While Scizor does have great coverage between just a few moves, it's always left with a certain Pokemon that can check it due to a lack of a certain move. For example, Mega Scizor gets beaten by Heatran should it forgo Superpower for Knock Off. Priority status moves from Thundurus and Sableye puts a damper on Mega Scizor's sweep with Thunder Wave and Dark Void, respectively. Despite a few key flaws holding Mega Scizor back from its true potential, it's an insane offensive powerhouse that needs to be accounted for on every team. (Summary sentences are not allowed. Don't worry; I hate that rule too.)

[SET]
name: Defensive Shift Gear
move 1: Shift Gear
move 2: Gear Grind
move 3: Roost
move 4: Knock Off / Superpower
item: Scizorite
ability: Light Metal
nature: Adamant / Impish
evs: 248 HP / 76 Def / 184 Spe

[SET COMMENTS]
Moves
========

Shift Gear raises Mega Scizor's Attack and Speed stats to very scary levels, allowing it to hit hard and outspeed fast Pokemon such as Aerodactyl and Darkrai and boosting Attack in the process. After a boost, Mega Scizor's is even able to outspeed certain Choice Scarf users such as Landorus-T. Gear Grind is a multi-hit move boosted by Technician, hitting an effective Base Power of 150. This is Mega Scizor's primary STAB move, blasting through the portion of the metagame anything that does not resist it. Roost maintains Mega Scizor's longevity and lets it set up on certain Pokemon such as Choice Scarf Landorus-T locked into Earthquake because Earthquake is unable to achieve a 2HKO on Mega Scizor. Knock Off is a useful utility move to break down defensively oriented teams in the early-game, making paving the way for an easier sweep later in the match. Superpower hits Steel-types such as Heatran, its main target, and other Steel-types such as Ferrothorn, (AC) and Skarmory, and, most notably, Heatran. Baton Pass is a very useful move to pivot out of counters while passing along stat boosts to a teammate. Pin Missile is an alternative move that can be run because it is able to hit a shocking 187 Base Power on a five-hit roll and grants Mega Scizor the ability to muscle past Quagsire. However, the move's coverage is poor and it can fall short with just two hits. Bullet Punch finds a niche in hitting Sableye before it cripples Mega Scizor with Will-O-Wisp, Dark Void, or Topsy-Turvy.

Set Details
========

Scizorite is preferred over Leftovers in nearly all situations thanks to the increased bulk, Speed, and power that come with Mega Evolution. Light Metal is chosen because it means that Scizor takes less damage from Low Kick and Grass Knot before Mega Evolving. While this is incredibly situational, it still has that one specific niche, (AC) and Technician and Swarm aren't very useful anyways. However, Technician could potentially be used if you want to wait for Scizor to Mega Evolve to bluff it not being Mega holding Scizorite, but you're typically going to Mega Evolve Scizor as soon as you can, so it's unwise. Running 184 Speed EVs allows Mega Scizor to outspeed Choice Scarf Landorus-T after one Shift Gear, and the rest is dumped remaining EVs are placed into bulk HP and Defense. Both an Adamant nature and an Impish nature have their perks. An Adamant nature lets Mega Scizor 2HKO physically defensive Landorus-T after a one Shift Gear, while an Impish nature lets Mega Scizor survive two hits from Jolly Mega Tyranitar and Azumarill.

Usage Tips
========

Bring Mega Scizor in on resisted hits from the likes of Mega Diancie or Kangaskhan and figure out whether to set up or not. A few situations to avoid setting up with Mega Scizor include when the opponent has a Quagsire, Sableye, or Heatran. If the opponent also carries Pokemon that Mega Scizor is unable to hit for super effective damage, it's best to avoid setting up until they are weakened. However, do take advantage of Mega Scizor's great bulk and try to set up on neutral hits that fail to 2HKO Mega Scizor, such as Kangaskhan's Extreme Speed, Gliscor's Earthquake, and Landorus-T's Earthquake. Roost is essential on Mega Scizor to increase its longevity and allows it to set up multiple times rather than just once, so don't be afraid to use it!

Team Options
========

Landorus-T makes for a good partner because it can beat Steel-types and can pivot into Mega Scizor with ease, giving it more freedom to set up. In a similar vein, Garchomp is a solid partner, (AC) but, unlike Landorus-T, it can beat Skarmory in particular via with Fire Blast in return exchange for not being able to pivot. Running a Ground-type to take care of Steel-type Pokemon gives Mega Scizor much more freedom to run Knock Off. Magnezone and Rotom-W are good partners due to their synergy with Mega Scizor, ability to pivot via Volt Switch, and ability to soften foes gradually. Magnezone stands out in particular because it, like the aforementioned Ground-types, (Next time you say "aforementioned" I will track down your IP, fly down to your hometown, and open fire on your house.) is able to take on Steel-types. Sableye is a valuable partner because it can spread status in the form of Will-O-Wisp or Dark Void and pivot into Mega Scizor with Parting Shot, which also eases setup for Mega Scizor. Kangaskhan forms a solid core with Mega Kangaskhan Scizor that focuses on breaking down the opponent's team with their powerful physical onslaught and punching holes for the other. Once the opposing team has been weakened, one or the other has the opportunity to sweep. Water-types such as Azumarill and Suicune can take on Fire-types while Mega Scizor takes on Grass-type attacks. Similarly, Grass-types such as Serperior are good partners for Mega Scizor because they beat Quagsire, letting Mega Scizor sweep without fear of Quagsire walling it. This is unnecessary, however, if Mega Scizor runs Pin Missile because it usually 2HKOes Quagsire anyway is usually 2HKOed by it.

[SET]
name: Offensive Shift Gear
move 1: Shift Gear
move 2: Gear Grind
move 3: Superpower
move 4: Roost / Knock Off
item: Scizorite
ability: Light Metal
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Shift Gear makes Mega Scizor one of the fastest and most powerful Pokemon in the metagame after just one boost. Gear Grind hits at 150 Base Power due to Technician. This is coming off of a matching base 150 Attack stat that allows Mega Scizor to make its way through even some Pokemon that resist Steel. Superpower is used specifically to hit Heatran and Ferrothorn. It's preferred over Knock Off as a main coverage move because it hits Steel-types for super effective damage, which is more useful than Knock Off's coverage or utility in most situations. Knock Off can still be used, however, if your team appreciates the removal of Leftovers and overall utility that it provides. Roost maintains Mega Scizor's longevity and works well because of Mega Scizor's great bulk and typing. It allows Mega Scizor to have a second wind chance later in the match should it be worn down early on in the match. Pin Missile lets Mega Scizor break through Quagsire, but it has poor coverage otherwise and it's hard to justify running it and giving up a coverage move. Baton Pass can be used to pass along boosts and get out of a tricky situation, while U-turn can be run to a similar effect while allowing Mega Scizor to hit the foe with a boosted U-turn in return exchange for not passing the boosts. Bullet Punch has a niche in being able to smack Sableye before it hits Mega Scizor with Will-O-Wisp or Topsy-Turvy.

Set Details
========

Light Metal is the preferred ability over Swarm and Technician because it means that Scizor takes less damage from Low Kick and Grass Knot before Mega Evolving. Scizorite is always preferred over a Life Orb because of the increased power, bulk, and Speed. This comes in handy much more often than being able to select another Mega Evolution. Both a Jolly and an Adamant nature have their perks. A Jolly nature allows Mega Scizor to outspeed Choice Scarf Terrakion, Deoxys-S, and a +2 Braviary after a Shift Gear, while an Adamant nature provides a larger boost in power at the expense of only letting Mega Scizor outspeed Choice Scarf Landorus-T, Choice Scarf Jirachi, and Choice Scarf Hydreigon after a Shift Gear. Running maximum investment in Attack and Speed gives Mega Scizor full offensive potential, whereas running more defensive investment is frowned upon due to the nature of this set.

Usage Tips
========

This variant of Shift Gear Mega Scizor plays more offensively, aiming to set up on Pokemon that it forces out and break down the opposing team. The plan on setting up is to come in on resisted hits attacks, such as Giga Drain and Moonblast, and then set up a Shift Gear. Pokemon such as Aerodactyl are afraid of a Gear Grind, so you're able to set up a Shift Gear as they switch. If Mega Scizor runs Roost, it should be saved for later in the match. Due to this set not running defensive investment, it can't afford to take on many powerful hits, so a turn for Roost can leave Mega Scizor vulnerable. Instead, it's better off used later in the match when Mega Scizor has taken prior damage so that Mega Scizor has an easier time setting up and sweeping. Capitalize on the opponent's fear of Shift Gear; use it as they switch, or even just go directly for Gear Grind to gain chip damage. Be careful as to when Mega Scizor uses Superpower. Revealing it too early gives it away that Mega Scizor is running Superpower instead of Knock Off, dissuading the main targets, Ferrothorn and Heatran, from switching directly into Mega Scizor. Although this set aims to set up frequently, be careful not to over-set up Mega Scizor too much. Typically, one or two boosts is are all it really needs to be effective.

Team Options
========

Pivoting into Scizor through Volt Switch or U-turn provided by Rotom-W and Landorus-T to bring Scizor safely in (redundant) is helpful to ease Mega Evolution. The two Pokemon mentioned are good in particular because Scizor can take on Grass-type attacks for Rotom-W and Ice-type attacks for Landorus-T; in return, Rotom-W and Landorus-T are both able to take on Fire-type Pokemon. Magnezone can also pivot into Scizor, and it has the added benefit of being able to trap and beat Steel-type Pokemon. Azumarill is a good partner for Mega Scizor because it is able to break down Mega Scizor's checks as Mega Scizor weakens Azumarill's checks as well. The synergy between them is excellent as well, with Azumarill sponging Fire-type attacks and Mega Scizor sponging Grass-type attacks. Garchomp works well alongside Mega Scizor because it's able to take on Fire-type attacks, set Stealth Rock, and weaken Skarmory via with Fire Blast. Heatran shares fantastic (offensive or defensive?) synergy with Mega Scizor and is able to set up Stealth Rock to gradually wear down the opponent's team. Finally, Thundurus weakens Water-types to ease into a Mega Scizor sweep (rephrase this; It's worded oddly).

[SET]
name: Choice Band
move 1: Bullet Punch
move 2: U-turn
move 3: Gear Grind
move 4: Knock Off / Superpower
item: Choice Band
ability: Technician
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Choice Band-boosted Bullet Punch is an incredibly useful priority move for offensive teams because it packs enough raw power to pick off boosted sweepers such as Togekiss and Mega Diancie. U-turn hits Water-types predicting a Bullet Punch such as Mega Gyarados and Quagsire and hits reasonably hard otherwise, even without a boost from Technician, grabbing momentum for the team. Gear Grind is insanely powerful after both Technician and Choice Band are applied, making Scizor able to effectively 2HKO nearly the entire metagame with just one move. Superpower hits Steel-type Pokemon such as Heatran, Ferrothorn, and Skarmory. The stat drops it brings along isn't very crucial aren't detrimental because Scizor is usually going to switch out afterwards. Knock Off removes items, such as Leftovers and Eviolite, bringing excellent utility to the team and being incredibly useful in general. In a similar vein to Gear Grind, Pin Missile can be used to blast through Water-types and does not force Scizor out like U-turn does; however, it doesn't provide good coverage and clashes with U-turn too much to be considered viable. Pursuit is also viable to catch an opponent a foe off-guard as they switch, but it does leave Scizor in a vulnerable state if the opponent does not switch Pokemon.

Set Details
========

Choice Band increases Scizor's damage output more than Life Orb without dealing recoil damage; moreover, but without recoil, and it is generally more useful because Scizor is typically switching often and getting worn down from Life Orb is not appealing. Scizorite isn't a recommended item for this set because Choice Band offers more immediate power right off the bat, and Mega Scizor's niche lies within Shift Gear, which this set is not using. An Adamant nature and full offensive investment increase Scizor's attacking prowess to very frightening levels. Investing 252 Speed EVs doesn't let Scizor outspeed anything in particular, but it's nice to get the jump on slower Pokemon or uninvested Pokemon. However, a bulkier spread is plausible if Scizor's bulk and resistances are more useful to your team than pure offense. While investing the leftover four EVs into Defense does not allow Scizor to take any hit better, it does mean that Scizor isn't taking as much residual damage from entry hazards. Technician is the only ability Scizor can viably run, as otherwise it's very weak, and the other options it has are very mediocre.

Usage Tips
========

Scizor's main priority role is to click U-turn and keep momentum going, so if you're unsure of which move to use, U-turn is typically your safest bet. Going for Bullet Punch too early leaves Scizor in a bad position because it's typically too weak to 2HKO most Pokemon, which gives the opponent foe opportunities to set up. Instead, save Bullet Punch for later in the match when it's able to clean up the opposing team or pick off boosted sweepers at lowered health. Only use Superpower on Heatran as otherwise because the Attack and Defense drop leaves Scizor in a poor position where it's easily taken advantage of. However, do note that Scizor is outsped by both Choice Scarf Heatran and FastTran, so it's very risky in general to keep Scizor in on Heatran, (AC) even with Superpower. Knock Off is best spammed early in the match to remove Rocky Helmet, most importantly, so that U-turn is easier to use later in the match.

Team Options
========

Scizor fits well on VoltTurn cores thanks to its brute force and nice resistances. Electric-types such as Raikou, Mega Manectric, and Rotom-W are all good partners because of their synergy and ability to complement this core. Magnezone stands out in particular because it traps Steel-types and is able to use Volt Switch with ease. Rotom-W is also notable because it wears down Ground-types with Scald and keeps a solid momentum core with Scizor. Tyranitar is able to set Stealth Rock, takes on Fire-type Pokemon, and can also keep up momentum in the form of Parting Shot. Knock Off is also a solid utility move Tyranitar can pack so that Scizor itself does not have to run it. Togekiss appreciates the semi-slow U-turn that Scizor provides so that it can be brought in safely and hopefully possibly set up a Geomancy to sweep. Other Pokemon, such as Kangaskhan and Aegislash, appreciate the utility that Scizor provides as well. Frailer Pokemon such as Charizard (which one?) and Darkrai appreciate the U-turn momentum to bring them in safely as well.

[SET]
name: Defensive Pivot
move 1: U-turn
move 2: Roost
move 3: Defog
move 4: Knock Off / Sticky Web
item: Scizorite
ability: Light Metal
nature: Impish
evs: 248 HP / 116 Def / 144 Spe

[SET COMMENTS]
Moves
========

U-turn allows Mega Scizor to pivot in and out of the match, causing dealing chip damage and gaining momentum in the process. Despite no Attack investment, U-turn still hits reasonably hard when coming off of Mega Scizor's base 150 Attack stat. Roost supports Mega Scizor's longevity throughout the match and works well in tandem with Defog because it allows Mega Scizor to remove entry hazards while staying healthy, something that few other Defog users have the luxury of doing due to a weakness to Stealth Rock or a lack of bulk. Defog itself offers great team support, removing entry hazards for Pokemon weak to them such as Thundurus and Togekiss. It's also nice for Pokemon on VoltTurn cores because switching a lot when there are entry hazards on the field will wear the Pokemon down throughout the match. Mega Scizor is neutral to Stealth Rock and doesn't mind Toxic Spikes, making it a prime Defogger. Knock Off is a generally useful utility move, removing Eviolite and Leftovers while providing even more chip damage on the opponent's team. Sticky Web has merits as well because it can fit as a sort of "glue" to hold offensive teams together. With it, slower Pokemon no longer have to fear the faster Pokemon which that can run over your team. However, Flying-types are incredibly prevalent, and it's a bit counterintuitive alongside Defog, so it's somewhat subpar. Considering how common priority is, Sticky Web doesn't really shine in the metagame. (Then why slash it if it's subpar?)

Set Details
========

Running 144 Speed EVs allows Mega Scizor to outpace Tyranitar and Aegislash, pivoting with U-turn before they can strike with a powerful Diamond Storm or Shadow Ball, respectively. The rest of the EVs are dumped placed into HP and Defense to maximize bulk. Running 248 HP EVs gives Mega Scizor an odd HP number, allowing it to come in on entry hazards more frequently than if it were to run 252 HP EVs. An Impish nature is more useful than an Adamant nature because this set doesn't need or require the power boost. While Leftovers is useful, Scizorite is ultimately more useful because of the bulk, Speed, and additional power it provides, along with a pseudo-resistance to Knock Off. Light Metal is useful pre-Mega Evolution to pivot in on Low Kick or Grass Knot and take less damage. Technician is not useful in this situation.

Usage Tips
========

Mega Scizor should be used as a pivot; bring it in on an attack, use U-turn to cause chip damage, and switch in the foe's counter. Use Defog when entry hazards are up so that Mega Scizor can more easily use U-turn to pivot around without taking damage just for coming in. Mega Scizor should use Roost sparingly due to its somewhat short-lived low PP. In a situation where it comes down to a stall war, Mega Scizor needs all the PP from Roost it can get. With an immunity to Toxic, Mega Scizor can be used as a status absorber for the team. While Thunder Wave is irritating, it does not completely cripple Mega Scizor unlike something like it does to faster Pokemon such as Darkrai, which is indefinitely crippled by Thunder Wave. However, Will-O-Wisp and Spore are incredibly annoying and are best kept away from Mega Scizor. Mega Evolve as soon as you're given an opportunity, as the increased bulk, Speed, and power are needed as quickly as possible. Capitalize on Mega Scizor's resistances to take hits for the team; don't be shy to switch Mega Scizor in on a Dragon-type attack.

Team Options
========

Zapdos is an excellent partner for Mega Scizor because it takes on Water-types, and it appreciates Mega Scizor's ability to remove pesky entry hazards Stealth Rock (Zapdos doesn't care about Spikes). Other Volt Switch, U-turn, Baton Pass, and Parting Shot Pokemon work well alongside Mega Scizor to form momentum cores. Pokemon such as Rotom-W, Landorus-T, Chansey, and Tyranitar are all perfect examples of this. Heatran is a solid partner for Mega Scizor because the two share good synergy and Heatran can set Stealth Rock, appreciates slow pivot support, and appreciates the shuffling Mega Scizor is able to cause. Because Mega Scizor acts as a pivot that is not weak to entry hazards and is able to remove them from the field, it pairs well with Pokemon that are weak to Stealth Rock such as Togekiss and Braviary. Clefable is a good partner as a safety precaution for setup sweepers that might take advantage of Mega Scizor's passiveness thanks to Unaware. The defensive/offensive (pick one) synergy the two share is solid as well.

[STRATEGY COMMENTS]
Other Options
=============

Baton Pass sets are viable with Scizor's unique access to Shift Gear; however, it receives stiff competition in this role from Scolipede thanks to Speed Boost. Tailwind is an interesting option for Mega Scizor because, alongside U-turn, it allows Mega Scizor to set up Tailwind and pivot into a slower teammate to take advantage of the Speed boost; however, it's not a good option for just supporting Mega Scizor because Shift Gear outclasses it in every way. Megahorn has its merits over Pin Missile, such as being more consistent, but it's typically outclassed and subpar because Pin Missile, on average, will hit for a smidgen slightly less damage and sometimes even more. Powder is an interesting move for Scizor, as it allows Scizor to punish Fire-types and cause them to damage themselves. King's Shield is an alright option that can catch unsuspecting physical attackers off-guard and works well because of Mega Scizor's already stellar bulk and typing.

Checks & and Counters
===================

**Fire-types**: Heatran, Charizard, Talonflame, and every other Fire-type in the tier will likely OHKO Mega Scizor because of its crippling 4x weakness to their STAB moves. These Pokemon are able to take an unboosted Gear Grind; however, if they've been weakened early-game, they will be OHKOed by a boosted Gear Grind.

**Water-types**: Bulky Water-types such as Rotom-W, Suicune, Quagsire, and Gyarados all resist Gear Grind and aren't hit hard by any other moves. They threaten in return Scizor back with Scald burns or, in Gyarados's case, Thunder Wave.

**Steel-types**: If Mega Scizor lacks Superpower, Pokemon such as Heatran, Ferrothorn, and Skarmory are all very sturdy stops to Scizor. Steel-types also have access to King's Shield, which punishes Superpower because it is a contact move.

**Residual Damage**: Burns and entry hazards damage rack up damage over time. With a lack of Leftovers, Mega Scizor is able to be worn down quickly. Rough Skin, Iron Barbs, and Rocky Helmet are also extremely annoying.

**Thundurus**: While Thundurus is unable to directly switch in, it cripples Mega Scizor via priority Thunder Wave, putting Mega Scizor out of commission. It also resists all of Mega Scizor's moves bar Knock Off.

GP 2/2
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top