
Scyther
All Rounder · Melee
Only auto attacks can critically strike. Scyther's Critical-Hit rate increases at levels 5 and 9. Scyther will not evolve into Scizor if Dual Wingbeat is learned.
Builds
Saved move and item loadouts for common play patterns.
Double Wingbeat
Anywhere Damage
Moves
Dual WingbeatDouble HitHeld Items
accel-bracerattack-weightenergy-amplifierBattle Item
full-healThis set has the most raw form of damage centralized around Green illusion Drive. Razor Claw may be chosen instead of Charging Charm however due to the speed and typical play pattern of Scyther not always getting to use the auto attack procs of Razor Claw outside of Double Hit's enhanced auto attack, Charging Charm can result in greater damage.
Double Wingbeat
Anywhere Damage
Moves
Dual WingbeatDouble HitHeld Items
muscle-bandattack-weightcharging-charmBattle Item
full-healA set allowing for faster central area clear and objective pressure. Accel Bracer may be opted for for a non score stacking option over Attack Weight if Attack Weight is opted subbing in for either Razor Claw or Charging Charm.
Double Wingbeat
Anywhere Damage
Moves
Dual WingbeatDouble HitHeld Items
muscle-bandrazor-clawaccel-bracerBattle Item
full-healA set allowing for faster central area clear and objective pressure.
Moves
Move timings, descriptions, upgrades, and hidden detail text.

Technician
After using a move, the next basic attack will change to deal 2 attacks instead. The second attack deals reduced damage.
After this Pokémon uses a move, the next auto attack will deal two consecutive auto attacks instead. The second of these deals decreased damage. Technician lasts 5s and has no internal cooldown.
Attack
Becomes a boosted attack with every third attack, increasing Scyther's movement speed by 40% for 3s.

Fury Cutter
Slashes twice dealing damage with its scythes in a cone. The second slash deals more damage than the first.
Dual Wingbeat
6s
Quick Attack
Dashes in designated direction dealing damage to enemies hit along the way.
Double Hit
7sSwords Dance
8.5s
Green Illusion Dive
Target an enemy, slashing through them dealing an initial hit of damage and creating 5 copies a set distance away. Copies deal damage to enemies they make contact with and apply a mark to them for 5s. After 5s, the copies return to Scyther, dealing damage to enemies they make contact with and healing Scyther for each hit. This move may be used again within 5s of activating as a dash in a designated direction dealing damage to enemies hit. The copies then dash to the end location of the user's dash. If a copy makes contact with an enemy while returning to Scyther, the copy deals damage to that enemy and disappears. If a marked enemy is knocked out, all of Scyther's move cooldowns are reset. Subsequent copies hitting the same target deal 70% reduced damage.







