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Official artwork of Gliscor

#0472

Gliscor

Gen IV

Fang Scorpion Pokémon

GroundFlying

Pokédex entry · Diamond

It observes prey while hanging inverted from branches. When the chance presents itself, it swoops!

Height
2 m
Weight
42.5 kg
Base EXP
179
Growth
Medium slow
Catch rate

30/255Hard

Friendship

70/255

Base stats

HP75Attack95Defense125Speed95Sp. Def75Sp. Atk45
HP
75
Attack
95
Defense★
125
Speed
95
Sp. Def
75
Sp. Atk
45

Total 510

High

EV yield +2 Defense

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP135182
Attack90161
Defense117194
Speed90161
Sp. Def72139
Sp. Atk45106
Total549943

About Gliscor

In its evolutionary line, Gliscor is the evolved form of Gligar, which reaches this stage by levelling up at night while holding a Razor Fang. The change is not limited to its size: it retains its pre-evolution’s armoured body and pincers, but develops broad wings, long fangs and a silhouette close to that of a vampire bat. It also keeps scorpion traits, especially in its tail and the way it holds its prey.

Its behaviour revolves around ambushes. It waits upside down from a branch, watches from above and dives when an opportunity appears. It flies without making a sound and uses its tail to catch prey before biting it. The design combines those scorpion traits with bat elements and, because of its rocky appearance and Ground typing, also calls to mind a gargoyle. The English name Gliscor and the Japanese Glion combine the idea of gliding with the English word scorpion.

Combat analysis

×4

Double weakness

Ice
×2

Weakness

Water
×½

Resistance

FightingPoisonBug
×0

Immunity

ElectricGround

Gliscor in depth

A scorpion that learned to glide

Gliscor starts from the same base as Gligar, but replaces the look of a crawling creature with that of an aerial predator. Its body retains the shell and pincers, while its wings, separate from its arms, and its fangs bring it closer to a vampire bat. The tail ending in spikes resembles a stinger, although it can also be read as another pair of fangs. This combination explains its category as the Fang Scorpion Pokémon without turning it into a literal scorpion.

The English name Gliscor and the Japanese Glion refer to the combination of gliding and scorpion. The aerial aspect also fits its Pokédex entries: it waits upside down, drops onto its prey and flies without a sound. One of them adds that it can travel great distances by riding an updraft without flapping its wings.

From an unassuming debut to a utility piece

Gliscor debuted in the fourth generation as the evolution of a species introduced earlier. In its first games, it already stood out thanks to its Ground/Flying typing, 125 Defense and access to tools such as Earthquake, Toxic, Protect, Stealth Rock and Knock Off. Its Poison Heal ability gave it a more defined identity over time: being poisoned stopped being a simple disadvantage and became a source of recovery.

Its available moves have changed between generations. In Scarlet and Violet, it still has Spikes, Toxic Spikes, Knock Off, Toxic, U-turn and Swords Dance, but it no longer has Roost, a loss that reduces its immediate recovery. In return, it still has Poison Heal and access to Protect, so it can activate its item and gain turns of passive healing. In the current generation, it remains present in OU as a hazard setter, Knock Off user and Swords Dance attacker.

Comparing it with its neighbours

Compared with Gligar, Gliscor gains size, access to better offensive stats and a more complete role. Gligar retains a useful defensive profile, but its evolution finds it easier to apply pressure with 95 Attack and 95 Speed. Both share the Ground/Flying typing, so they suffer from the same problem: Ice moves are a very direct answer.

It also shares a design and evolution pattern with Weavile, another fourth-generation species that evolves from an earlier form using an item with “razor” in its name and at night. They are not alike in battle: Weavile looks for speed and immediate damage, while Gliscor wins games through chip damage, forced switches and recovery.

How to make the most of it

The most reliable set starts by activating Poison Heal with a Toxic Orb and protecting on the first turn whenever possible. After that, Protect lets it recover HP and see whether the opponent uses a choice-locked move, switches or tries to set up. Knock Off punishes those that rely on their item, while Toxic puts a timer on walls and defensive switches. U-turn is preferable when the team needs to keep the initiative.

Swords Dance changes the approach. It is best used against opponents that cannot threaten it immediately, combined with Earthquake and coverage such as Knock Off or Facade. Spikes and Stealth Rock fit teams that force a lot of switches; Toxic Spikes add chip damage, although Poison-immune Pokémon and opponents that remove hazards reduce their value.

It should not be left in against Ice moves, nor should you rely on its 75 Special Defense against powerful attackers. Water Pokémon also force it out, and losing the Toxic Orb before activating Poison Heal ruins much of its resilience. Its best moment usually comes once the opponent has revealed its answers to Ice and Water, because then its Protect, hazards and Knock Off turns have much more room to build up chip damage.

TCG cards

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