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Community POTW #097

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Serebii

And, as if by magic, the webmaster appeared...
Staff member
Admin
Time for the next Pokémon of the Week and this week we go to Unova

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This week is Scolipede

 

XaelOstigian

Competitive...kinda
Every generation has had one or two starter bugs that has populated that region's early forest area ranging from Butterfree and Beedrill, Ledian and Ariados, Beautifly and Dustox, Mothim and Wormadam, and of course in gen 5 we have Leavanny and this week's POTW Scolipede. The starter bugs tend to be next to or completely useless in the competitve scene either thanks to poor typing, poor stats, a weak movepool, or some combination of the three. But not only does Scolipede break this mold, it leaves its bug brethren and many other competitive threats in the dust thanks to not only usable stats, typing, and a wide enough movepool, but also access to one of the best abilities in the game, Speed Boost. So underestimate this starter bug at your own peril or you risk getting sent back to the starting line yourself.
i_m_on_a_scolipede_by_raineyj_d3blx25-fullview.jpg

Swordipede
Ability: Speed Boost
Item: Life Orb/Focus Sash
Nature: Adamant (+Attack -Speed)
EVs: (HP 252) (Attack 252) (Defense 4)

Moves:
Swords Dance
Megahorn
Poison Jab
Earthquake/Throat Chop

Set Details:
A Sword Dance set allows Scolipede to boost its base 100 attack just as Speed Boost jacks up its speed. And thanks to Speed Boost you don't even have to invest in your Speed stat at all since after a single boost it will outpace nearly every Pokemon in the game barring a few exceptions and a few Choice Scarf holders, thus allowing you to use an Adamant nature and invest in some bulk. Megahorn is your most powerful STAB and possesses fairly good accuracy, Poison Jab provides secondary STAB coverage as well as a tool to use against Fairy types, and finally we have Earthquake which gives you powerful type coverage against Rock and Steel types, but if Ghost types are a bigger fear for you then just sub in Throat Chop instead which also offers general neutral coverage. Life Orb gives you extra power, but if you are not confident in Scolipede's survivability you could throw on a Focus Sash instead.
 

BillyBobJoe

Well-Known Member
Good Coverage Moves:
(In addition, Speed control moves are bold)

  • Rock Slide, Rock Tomb, Rollout(?)- Fire & Flying
  • Dig, Bulldoze, Earthquake- Fire, Rock & Steel
  • Superpower- Steel
  • Smart Strike, Iron Tail- Rock
  • Aqua Tail (transfer)- Fire & Rock
 

Yveltal91057

It’s Kalos season!
Giant Centipede of Doom

EV Spread: 252 Attack/252 Special Defense
Ability: Speed Boost
Items: Leftovers/Sitrus Berry/Rocky Helmet/Focus Sash


Swords Dance+Speed Boost or Agility, Protect and Iron Defense is a deadly combination and if left unchecked, Scolipede will wreck the opposing team. Poison Jab, Throat Chop and Rock Slide are for those pesky Fairy, Ghost, Psychic and Flying types respectively.

Moveset options

Swords Dance
Iron Defense
Earthquake
Toxic
Sludge Bomb
Agility
X-Scissor
Poison Jab
Aqua Tail (Transfer only)
Superpower
Gyro Ball
Throat Chop
Substitute
Stomping Tantrum
Cross Poison
Sunny Day
Venom Drench
Venoshock
Solar Beam
Bug Bite
Protect
Rock Slide
 
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Mestorn

Wandering Battler
Scolipede entered generation 5 as a decent bug type, with impressive Speed, Swords Dance and workable attack alongside Spikes, but was generally outclassed by Accelgor for the Spikes department, and Heracross/Scizor for Offense. However, Generation 6 that all changed when Game Freak changed Solipede's Hidden Ability from the mediocre Quick Feet to utterly amazing Speed Boost. Now with 112 Speed that escalates each and every turn, Swords Dance to boost and a wide support movepool including Baton Pass, Spkes and Toxic Spikes, Scolipede is a monster that if left unchecked can outright decide games.

CentiPass
Scolipede
Item
: Focus Sash/Heavy Duty Boots
Ability: Speed Boost
-Swords Dance
-Baton Pass
-Megahorn/Poison Jab
-Earthquake
Nature: Jolly (+SPE, -SATK)
EVs: 252 ATK / 4 SDEF / 252 SPE

Baton Pass Set. Unlike Ninjask, who is super frail and struggles to take a breeze, Scolipede has some bulk to it and a better typing. Swords Dance and get a +1 from Speed Boost the first turn, Baton Pass the second. Or not, as Scolipede threatens quite a bit at +2 and is capable of taking games by itself, but the gaps in coverage leave it prone to be walled. Focus Sash to guarantee the pass or Heavy Duty Boots for repeated action.

Other Options
Spikes/Toxic Spikes -Scolipede is a decent setter of the moves, thanks to its high base speed before Speed Boost, but is virtually a free switch in for any defogger as it struggles to hurt most
Substitute -Another thing to pass, and can ensure the pass goes off, but Scolipede's subs are pathetic and you are sacrificing even more coverage.

Checks and Counters
Flying types are Scolipede's bane, heavily reliant on Swords Dance and Rock Slide (which it can scarcely afford to run) to get past them. Mandibuzz is barely 3HKOd by unboosted Megahorn, Zapdos is 4HKOd by Poison Jab, and Scolipede is completely walled by Corviknight and Skarmory without multiple Swords Dance Boosts. If running Rock Slide, Scolipede is apt to be walled by Steel types, especially Heatran, Melmetal, Magnezone, etc.

Scolipede's bulk is unimpressive, with its special bulk being particularly poor and anything it fails to KO will likely severely harm it unless using something Scolipede resists.
 

Starspinner

Active Member
NAME: Scolipede

MOVESET #1: "Held at Poison Point"
FORMAT TYPE: Doubles
ABILITY: Poison Point
NATURE: Jolly
EVS: 252 Speed, 252 Attack, 4 Defense
MOVES:
  • Skitter Smack
  • Cross Poison
  • Toxic Spikes
  • Venom Drench
ITEM: Rocky Helmet
DYNAMAX POTENTIAL: No

PARTNER: Gengar
MOVESET NAME: "Curses are Dishes Best Served Cold"
FORMAT TYPE: Doubles
ABILITY: Cursed Body
NATURE: Modest
EVS: 252 Special Attack, 252 Speed, 4 HP
MOVES:
  • Hex
  • Venoshock
  • Icy Wind
  • Curse
ITEM: Rocky Helmet
DYNAMAX POTENTIAL: No

EXPLANATION:
The goal of this moveset is to utilize Scolipede's Ability, Poison Point, in conjunction with its Bug and Poison-type moves to gradually wear down the opponent. With Toxic Spikes, Scolipede can poison switch-ins, preventing the opponent from using grounded Pokemon without serious repercussions. Although Flying-types and Pokemon with Levitate can easily dodge this trap, Scolipede can use Poison Point and the Rocky Helmet to punish attackers that make physical contact. Even if Scolipede encounters Pokemon who don't make physical contact, it can still occasionally poison them with Cross Poison or lower their Special Attack with Skitter Smack.

The true value fo the moveset, however, comes into play when Scolipede manages to poison an opponent. Its Venom Drench can reduce the stats of a poisoned victim, simplifying the tasks of surviving hits and taking down opponents. Moreover, its partner, Gengar, benefits from the presence of poisoned opponents because its Hex and Venoshock double in base power when they hit poisoned opponents. Gengar can use Curse and Icy Wind to place additional limits on the opponent's HP and Speed while Scolipede drains their HP with poison. Gengar's Curse Body, alongside a Rocky Helmet, can also constrain attackers that make physical contact by reducing their HP and potentially locking one of their moves for several turns.

Neither of these Pokemon should Dynamax because they would lose many of the useful secondary effects of their moves.

MOVESET #2: “The Colony's Conquest”
FORMAT TYPE: Singles
ABILITY: Swarm
NATURE: Adamant
EVS: 252 Attack, 252 Speed, 4 HP
MOVES:
  • Megahorn
  • Superpower
  • Double-Edge
  • Swords Dance
ITEM: Silver Powder
DYNAMAX POTENTIAL: Yes

Of my three movesets, this is the sole moveset where Dynamax is truly beneficial for Scolipede. Rather than Poison Point, its Ability is Swarm, boosting the power of its Bug-type moves when it reaches a third of its HP or lower. To make it easier for Scolipede to stay on the field long enough to use its Ability, it should double its HP with Dynamax and reserve some of its EVs for HP. Dynamax also boosts the power and accuracy of many of its moves, most notably Megahorn. It also rectifies some of the hazardous secondary effects of moves like Superpower and Double-Edge while simultaneously replacing them with beneficial effects like boosting Scolipede's Attack or reducing the opponent's Speed or Special Attack. Scolipede's last move, Swords Dance, serves as a method of reinforcing its Attack before and outside of Dynamax. Scolipede reaches even higher levels of power with its Swarm Ability, Adamant nature, Attack EVs, and Silver Powder item strengthening its Bug-type moves. The remaining 252 EVs are reserved for Speed so that it can outpace opponents and take advantage of its boosted moves immediately.

MOVESET #3: "The Centipede Shuffle"
FORMAT TYPE: Singles
ABILITY: Speed Boost
NATURE: Jolly
EVS: 252 Speed, 252 Attack, 4 Defense
MOVES:
  • Skitter Smack
  • Cross Poison
  • Swords Dance
  • Baton Pass
ITEM: Focus Sash
DYNAMAX POTENTIAL: No

This final moveset makes use of Scolipede's Hidden Ability, Speed Boost, as well as its Swords Dance and Baton Pass to provide Attack and Speed boosts to itself and the rest of its party members. Scolipede also prepares the battlefield for its party members using Skitter Smack to lower the Special Attack of its opponent and Cross Poison to potentially poison its opponent. Other than its moves, Scolipede requires a Jolly nature and 252 Speed EVs to facilitate its Speed stat. Similarly, its physical STABs require 252 Attack EVs to maximize their power (without an Adamant nature) and its Defense should receive the remaining EVs because it is the strongest defensive stat. Finally, Scolipede must have the Focus Sash for this moveset to survive potentially one-hit K.O.'s. It should also avoid Dynamax because it loses its moves's effects in Dynamax.
 
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