#212 Scizor   

Level-Up MovesAll Generations | DPP | RSE and FRLG | GSC
DPP and HGSS Level-Up Moves:
DP P HSAttackEffectDamageTypePwrAcc
1 1 1 Leer Lowers the target's Defense by 1 stage. Other Damage Normal N/A 100%
1 1 1 Quick Attack Usually goes first. Physical Damage Normal 40 100%
- 1 1 Bullet Punch Usually goes first. Physical Damage Steel 40 100%
5 5 5 Focus Energy Raises the user's chance for a Critical Hit by two domains. Other Damage Normal N/A N/A
9 9 9 Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Dark 40 100%
13 13 13 False Swipe Leaves the target with at least 1 HP. Physical Damage Normal 40 100%
17 17 17 Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
21 21 21 Metal Claw Has a 10% chance to raise the user's Attack by 1 stage. Physical Damage Steel 50 95%
25 25 25 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, base power will be reset to 10 BP on the next turn. The user can also select other attacks without resetting this move's power; it will continue to double after each use until it either misses or reaches the 160 BP cap. Physical Damage Bug 10 95%
29 29 29 Slash Has a high critical hit ratio. Physical Damage Normal 70 100%
33 33 33 Razor Wind The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Has a high critical hit ratio. Special Damage Normal 80 100%
37 37 37 Iron Defense Raises the user's Defense by 2 stages. Other Damage Steel N/A N/A
41 41 41 X-Scissor Damages the target. Physical Damage Bug 80 100%
45 45 45 Night Slash Has a high critical hit ratio. Physical Damage Dark 70 100%
49 49 49 Double Hit Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Physical Damage Normal 35 90%
53 53 53 Iron Head Has a 30% chance to make the target flinch. Physical Damage Steel 80 100%
57 57 57 Swords Dance Raises the user's Attack by 2 stages. Other Damage Normal N/A N/A
- 61 61 Feint Almost always goes first. If the target does not use Protect or Detect, this move fails. Physical Damage Normal 50 100%

 

 

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