#123 Scyther   

LearnsetsRBY | GSC | RSE and FRLG | DPP
GSC Learnsets:Sorted by Attack Name (Ascending)
Method Sort Ascending Sort DescendingAttack Sort Ascending Sort DescendingEffectType Sort Ascending Sort DescendingPP Sort Ascending Sort DescendingPwr Sort Ascending Sort DescendingAcc Sort Ascending Sort Descending
Level Up Agility Raises the user's Speed by 2 stages. Psychic 30 N/A N/A
Gen2 TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Normal 15 N/A 100%
Egg (From GSC) Baton Pass The user returns to its party, bypassing any trapping moves and Pursuit; it passes all stat modifiers (positive or negative), as well as confusion, Focus Energy, Perish Song count, Mist, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Mean Look, Spider Web and Substitute to the replacement Pokemon. In-game, Baton Pass also passes partial trapping moves (Bind, Clamp, Fire Spin and Wrap), Foresight, Toxic if the replacement is poisoned and Nightmare if replacement is asleep. Normal 40 N/A N/A
Gen1 TM34 Bide The user absorbs all damage for 2-3 turns and then inflicts twice the absorbed damage on its target. This move ignores the target's type but still cannot hit Ghost-type Pokemon. Normal 10 Var Dmg 100%
Egg (From GSC) Counter Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured. Fighting 20 Var Dmg 100%
Gen2 TM03 Curse When used by a Ghost-type, the user sacrifices half of its max HP to sap the target by 1/4 of its max HP per turn. When used by anything else, the user's Speed is decreased by 1 stage and its Attack and Defense are increased by 1 stage. ??? 10 N/A N/A
Gen2 HM01 Cut Damages the target. Normal 30 50 95%
Gen2 TM43 Detect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Fighting 5 N/A N/A
Level Up Double Team Raises the user's Evasion by 1 stage. Normal 15 N/A N/A
Gen1 TM10 Double-edge The user receives 1/4 recoil damage. Normal 15 120 100%
Gen2 TM20 Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal 10 N/A N/A
Level Up False Swipe Leaves the target with at least 1 HP. Normal 40 40 100%
Level Up Focus Energy Raises the user's chance for a Critical Hit by one domain. Normal 30 N/A N/A
Gen2 TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal 20 Var BP 100%
Gen2 TM49 Fury Cutter The base power of this move doubles with each consecutive hit; however, power is capped at a maximum 160 BP and remains there for any subsequent uses. If this move misses, or if the user selects another move, base power will be reset to 10 BP on the next turn. Bug 20 10 95%
Gen2 TM02 Headbutt Has a ~30% chance to make the target flinch. Normal 15 70 100%
Gen2 TM10 Hidden Power Varies in power and type depending on the user's DVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on type. Normal 15 Var BP 100%
Gen2 TM15 Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Normal 5 150 90%
Level Up Leer Lowers the target's Defense by 1 stage. Normal 30 N/A 100%
Egg (From GSC) Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Psychic 30 N/A N/A
Gen1 TM31 Mimic This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. Normal 10 N/A 100%
Gen2 TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal 10 N/A N/A
Level Up Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. Dark 20 40 100%
Level Up Quick Attack Usually goes first. Normal 30 40 100%
Gen1 TM20 Rage The user's Attack rises by 1 stage if attacked before its next move. Normal 20 20 100%
Egg (From GSC) Razor Wind The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Has a high critical hit ratio. Normal 10 80 75%
Gen2 TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Psychic 10 N/A N/A
Gen2 TM27 Return Power increases as user's happiness increases; maximum 102 BP. Normal 20 Var BP 100%
Egg (From GSC) Reversal Base power increases as the user's HP decreases. Fighting 15 Var BP 100%
Gen2 TM08 Rock Smash Has a ~50% chance to lower the target's Defense by 1 stage. Fighting 15 20 100%
Egg (From GSC) Safeguard Protects the user's entire team from status conditions for five turns. Normal 25 N/A N/A
Gen1 TM40 Skull Bash The user prepares on turn one, raising its Defense by 1 stage and becoming uncontrollable, and then attacks on turn two. Normal 15 100 100%
Level Up Slash Has a high critical hit ratio. Normal 20 70 100%
Gen2 TM35 Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. If Rest is selected, user recovers its HP and stays asleep for two more turns. Sleep Talk can choose an attack that has run out of PP; the generated attacks also do not cost PP, and it cannot generate itself, Bide, Disabled attacks or two-turn attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Normal 10 Copy N/A
Gen2 TM13 Snore Has a ~30% chance to make the target flinch; fails if user is awake. Normal 15 40 100%
Other (From NYCPC) Sonicboom Always deals 20 points of damage. Normal 20 Set 90%
Gen2 TM47 Steel Wing Has a ~10% chance to raise the user's Defense by 1 stage. Steel 25 70 95%
Gen1 TM50 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Normal 10 N/A N/A
Gen2 TM11 Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is doubled. Fire 5 N/A N/A
Gen2 TM34 Swagger Confuses the target and raises its Attack by 2 stages. Normal 15 N/A 90%
Gen2 TM39 Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig or Fly. Normal 20 60 100%
Level Up Swords Dance Raises the user's Attack by 2 stages. Normal 30 N/A N/A
Gen1 TM09 Take Down The user receives 1/4 recoil damage. Normal 20 90 85%
Gen2 TM46 Thief Steals the target's held item unless the user is already holding an item Dark 10 40 100%
Gen2 TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out. Poison 10 N/A 85%
Level Up Wing Attack Damages the target. Flying 35 60 100%

Total: 46 attacks

 

 

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