Guide:Scizor Strategies

### Support

Scizor is a brawler who excels at prolonged combat, although he can also stay un-evolved as Scyther to concentrate on assassination. At Level 5, selecting a certain move would either prevent Scyther from evolving for the remainder of the game or allow Scyther to continue evolving into Scizor. You must make a sensible choice because you will be forced to play the remainder of the game with that form.

## Move Tips

###  Technician

The best approach to employ Technician is to simply launch an attack whenever you use a move because it has no cooldown and will activate each time. Make sure to strike after each activation of manoeuvres with multiple activations. Use the double strike of the Technician to quickly fill   Swords Dance stacks and activate its effect. To keep activating Technician, you might have to utilise one of your other moves.

### Move List 1

####  Fury Cutter

It is better to set up Fury Cutter with  Quick Attack first because you must be in melee range to hit foes with it. This is a mixture that you can utilise in the early going. To capture wild Pokemon or knockouts, use Fury Cutter. It is a good last-hit move due to the second slash's increased damage and short animation.

####  Dual Wingbeat

* If you hit targets in the centre of the X-shaped area, you can regain a good amount of HP. You recover more HP the more targets you hit. This is helpful during stressful duels or teamfights where the availability of any healing resource can significantly impact the result.
* Dual Wingbeat on grouped wild Pokemon like Swablu and Altaria will heal you if you're running short on health but don't want to teleport back to base or go to allied goal zones. By doing this, you can rejoin your comrades or return to battles before returning all the way to your base or a goal zone.

####  Bullet Punch

Even though Scizor dashes when using Bullet Punch, it's still preferable to approach your targets first because the dash's range is so small. Making this move will guarantee a hit and activate its consequences. Similar to Dual Wingbeat, if you hit foes with Bullet Punch, you will regain HP. However, other than striking adversaries, there is no unique prerequisite for it to be activated, making HP recovery simpler. In addition to the healing effect, using Bullet Punch on foes shortens its cooldown so you can use it more frequently. In teamfights or duels, make use of this effect to do damage more often than your opponents.

### Move List 2

####  Quick Attack

Quick Attack can be used to apply early pressure to adversaries, but be careful not to overdo it. Since you'd be invoking  Technician's double attack, the strategy is to start with Quick Attack and then follow up right away with an attack. Additionally, Quick Attack allows you to pass through obstacles like walls. Before utilising it, make sure you are really close to the wall or object otherwise you will not pass through.

####   Double Hit

To completely execute Double Hit, choose another target and repeat the process after you successfully take down a marked target and activate the move's cooldown reduction effect. However, if there are still adversaries nearby, this only applies; otherwise, it is not essential. Your next basic attack is a lunge at a nearby target after you use Double Hit. It is preferable to stay close to your targeted target to enhance your chances of lunging at it because you cannot select which target to lunge towards. Follow the circle surrounding you as your guide; after you lunge, adversaries outside the circle are no longer a target. Double Hit can be utilised to quickly escape from situations if you aren't utilising it to knock out targets. It also means that you can attack targets while hiding behind walls or other obstructions.

####   Swords Dance

Swords Dance is listed as a buff move, yet when you use it, Scyther/Scizor dashes. You can use this as a quick dash move to go around obstacles like walls. Whether you're a Scizor or a Scyther, use your movements and strikes to quickly activate the special attack of Swords Dance. Using  Technician's double attacks each time you use a move, including Swords Dance, is the most effective way to accomplish this.

### Unite Moves

####  Green Illusion Dive

It is ideal to use Green Illusion Dive as a finisher because it enables you to swiftly activate the effect and knocking out a marked opponent lowers the cooldown of all of your moves. **(Note: As long as you knock out a marked opponent, the mark will continue to be on them after the move expires, allowing you to continue to activate the effect.)** When you use Green Illusion Dive on a group of opponents, you can mark numerous targets since enemies are marked when an illusion strikes them as it dashes forth. In order to make it simpler to activate the cooldown reduction effect, you can use this to select the target that is the weakest among those that are marked.

####  Red llusion Dive

Red Illusion Dive can be used to start a battle. When a combat starts, the damage you cause should give you a slight HP lead over your opponent. Take your time using the second activation. Before the move is finished, use the time to perform some combinations. Use Red Illusion Dive on foes that are close to one another for additional effectiveness. The reason for this is that as the enemies dash outward, the illusions you generate after throwing the punches will deal damage and slow them. The move essentially becomes an area-of-effect move rather than a standard single-target sure-hit move when enemies are hit by these illusions.

(**Extra Tip**: When using Red Illusion Dive's second activation to shove a victim, make careful to direct them toward an illusion in order to stun them. The target should be eliminated, and you should use the stun to set up a knockout for one of your buddies.)

## Strengths / Weaknesses

* Straightforward moveset, regardless of evolution.
* Great in any lane.
* Predictable gameplay due to evolutions.

## Recommended Builds

### Brawler (Scizor)

This is an optimal Scizor build that includes consistently using Bullet Punch to activate the benefits of  Swords Dance. When using  Bullet Punch, be sure to hit your target every time to shorten its cooldown and activate the effect of  Swords Dance. Your main damage items are the Razor Claw and Muscle Band, which let you use slows to trap opponents in close range while also improving your overall damage output with each punch you deliver. Focus Band increases defences to make you more durable, and its healing effect makes you more resilient and prevents you from losing the battle. You can keep on top of your targets with X Speed, which also aids in getting into range for  Bullet Punch. You can choose X Attack if you'd want to further improve your damage output.

Six Brown Emblems for maximum damage and four White Emblems for extra HP should be in your loadout of Boost Emblems. Equip emblems that boost attack or health to balance your offensive and defensive strategies. Sp. Atk. can be freely traded.

• HP
• Attack
**Negative Stats**
• Sp. Atk
* **Defense**: +30
* **Sp. Def**: +30
* **Attack Speed**: +7.50%

### Hypercarry (Scyther)

This Scyther build is similar to the jungler, but it’s more focused to carry teammates in solo queue. Full heal is used to prevent been assassinated by crowd control.

Six Brown Emblems for maximum damage. It maximises your crit rate to deal maximum burst damage to targets.

Razor Claw
• Critical-Hit Rate
**Negative Stats**
Sp. Atk
HP
Defense
Special Defense
* **Critical-Hit Rate**: +8.10%
* **Critical-Hit Damage**: +12%
* **Attack Speed**: +7.50%

#### Hypercarry Strategy

Firstly, clear out your jungle. The fastest jungle I could get was by clearing the accelgor first, then the bottom Baltoy, the top Baltoy and then the Escavilier.

Then, choose which lane to gank. Gank until the 8:50 birds are cleared, then return to your jungle. After that, rotate to the central birds at 8:00. Then farm until you get level 9, and go for an objective.

MATCHUPS
-Despite what this guide shows, tsareena is not a bad matchup if you play right. You have to double hit and dual wingbeat her. Since you have maximises your crit rate, this will deal massive damage. Alternatively, you could bait the double engage, then engage her when she could only stomp/triple axel once.

### High Sustain (Scizor)

This Scizor build instructs the Pokemon to play the role of a tank and maintain the front lines for the benefit of its allies. Your strategy should be to take the brunt of the punishment when teams collide and to lead the attack when pushing goal zones. Apply pressure while maintaining Scizor with HP recovery so it can stay in the fight longer by taking advantage of the repositioning and HP recovery you get from  Bullet Punch. When coupled with  Technician, Muscle Band increases the damage of Scizor's  Standard Attack, making it simpler for it to capture Wild Pokemon and put pressure on foes. Additionally, Weakness Policy enables you to turn the hits you suffer into additional attacks for Scizor to use as you will be directly facing the opposition.

Potion works nicely with Scizor's naturally high durability and the boost you get from Weakness Policy because it scales with the Pokemon's max HP. When the item is used in conjunction with  Bullet Punch's HP restoration, Scizor can fight for a lot longer.

Six White Emblems should be in your loadout for maximum HP, and four Brown Emblems should increase attack damage. Equip emblems that boost attack or health to balance your offensive and defensive strategies. Movement speed and Special Attack can be freely traded.

Muscle BandFocus BandWeakness Policy | Potion | **Positive Stats*** HP
* Attack
* Defense
* Sp. Def

**Negative Stats**
* Sp. Atk
* Movement Speed
* **Defense**: +30
* **Sp. Def**: +30
* **Attack Speed**: +7.50%

### Wingbeat Burst (Scyther)

This is a build for Scyther that includes score-related items to boost its burst power so it can fully benefit from  Dual Wingbeat's cooldown reduction effect. Due to the lack of defensive equipment in this build, you must rely on Scyther's mobility to avoid assaults and gain advantageous positions. Each time you score a goal, Attack Weight dramatically raises Scyther's Attack stat (up to 6 times). You will deal more devastating burst damage if you receive the maximum bonus. Scyther's  Standard Attacks now deal greater damage thanks to Muscle Band. This works nicely with  Technician, its passive ability, as you can chain your moves together to deal several hits. Scyther's Critical-Hit rate and damage are increased by Scope Lens, which can aid burst down marked targets and activate  Dual Wingbeat's effect.

Scyther has an impressive repertoire of dash moves, and X Speed increases mobility. The item will primarily be used by you to move around the battlefield and obstruct opposing crowd control. When entering and exiting opponent goal zones, the item will be useful for stacking Attack Weight triggers. As an alternative, you might use Full Heal to remove all obstacles and make it simple for you to gain points to increase the stack. However, keep in mind that doing this will limit your movement.

Six Brown Emblems for maximum damage and four White Emblems for extra HP should be in your loadout of Boost Emblems. Emblems that boost attack or critical hit rate should be worn since you need to produce the most damage possible, especially with your attacks. Sp. Atk. can be freely traded.

Attack Weight
* Critical-Hit Rate

**Negative Stats**
* Sp. Atk
* **Critical-Hit Rate**: +6%
* **Critical-Hit Damage**: +12%
* **Attack Speed**: +7.50%

This Scyther full-offense build is focused on leaping on targets with  Double Hit and quickly taking them out with  Dual Wingbeat and strikes.  Swords Dance is an alternative that provides a more targeted dash move with an added attack effect. The key to this build is to leap from target to target while continuously activating Double Hit's effect to reduce cooldown. This build performs well when used by a jungler. You have the added mobility you need to pursue your targets thanks to X Speed. For an all-damage build, you can also choose X Attack.

Six Brown Emblems for maximum damage and four White Emblems for extra HP should be in your loadout of Boost Emblems. Emblems that boost attack or critical hit rate should be worn since you need to produce the most damage possible, especially with your attacks. Sp. Atk. can be freely traded.