Pokemon Unite: Scyther/Scizor

Scyther is a melee all-rounder whose basic attack results is boosted every third use, which decreases the movement speed of any opponent it hits and increases the user’s defense (the latter of which can stack). Its ability is Technician, which has the Pokemon’s next basic attack deal two hits instead of one, and the second of which deals more damage. It has a choice of two moves, Quick Attack and Fury Cutter. The first one is a simple dash attack, while the latter has Scyther slash twice in front of itself, the latter of which deals more damage. At level 5, Scyther can replace Fury Cutter with either Dual Wingbeat or Bullet Punch. Should the second move be chosen, Scyther will evolve, otherwise, it will not. Dual Wingbeat will have Scyther slash in an X-shaped area. If an opponent is hit in the center of this, Scyther will restore HP. Additionally, if it lands at all, Scyther will be able to use it again within a limited amount of time, but with a different effect; it will instead change into a dash move that deals more damage the lower the opponent’s health is. Bullet Punch has Scizor throw three punches. If any of them land, its cooldown of six seconds is reduced, and Scizor recovers health based on how much damage was dealt. Similar to Dual Wingbeat, it can be used within a limited amount of time, and the amount of punches increases, up to a maximum of five. Both Scizor and Scyther can replace Quick Attack with either Swords Dance or Double Hit. The first has the user dash and increases their attack, and, while active, makes the user’s eighth basic attack able to pierce through opponent’s in a line. The other has the user jump in a designated direction, dealing damage to any opponent it leaps over, and applying a mark to them. After landing, the next basic attack is guaranteed to be a critical hit, and should a marked Pokemon be knocked out, the cooldowns of all the user’s moves are reduced. At level 9, both Scyther and Scizor learns their Unite Moves, which are called Green Illusion Dive and Red Illusion Dive, respectively. The first has Scyther dash towards an opponent and strike them, and creates five illusory copies of itself that spread out equally distanced from it. Any opponents that touch these copies take damage and get marked. After a set amount of time, these copies return to Scyther, which can deal damage on their way back. It can be used before this happens, in which case, Scyther dashes in a designated direction, and the copies will return to Scyther early. Similar to Double Hit, knocking out any marked Pokemon will reduce the cooldown of the user’s moves. Scizor’s works similarly, except Scizor’s dash attack will also decrease the opponent’s movement speed, as well as the copies. The copies also disappear upon making contact with an opponent, whereas Scyther’s do not. Additionally, using this move early has Scizor punch the ground where it dashes to, which has an area of effect. If the dash connects with an opponent, Scizor will grab them and continue. Should the opponent hit an illusory copy, they will be left unable to act for a short period of time. At level 10, Dual Wingbeat deals more damage (in addition to the attack boost from leveling up), and Bullet Punch will grant Scizor a shield if it lands. At level 12, Double Hit will have a shorter cooldown, and Swords Dance also reduces damage taken while dashing. In terms of stats, Scizor has more HP, defense, and special defense, whereas Scyther has a significantly higher attack.

Leave a comment