Prevents paralysis.
The wielder transforms into the opponent when it switches in.
Type Tier
Normal NU
Level 100 Statistics (see level 5, 50, 100)
Min- Min Max Max+
- 237 300 -
118 132 195 214
118 132 195 214
118 132 195 214
118 132 195 214
118 132 195 214


Ditto has always been deemed a gimmick, ever since its RBY days. The same went for the start of Generation V, where the same old Ditto was never competitively viable. Then came the shift to BW2, and with it came a new ability for Ditto, a saving grace that would bring it from the lowest depths of NU: Imposter. Imposter transforms Ditto upon switch in, allowing it to avoid wasting a turn using Transform. This ability is what launched Ditto from a useless gimmick into a ruthless revenge killer. Ditto is a setup sweeper's worst nightmare, and when equipped with a Choice Scarf, it can outspeed and kill almost everything in UU, provided it can switch in with minimal damage.

Name Item Ability Nature


Choice Scarf Imposter Sassy
Moveset IVs
~ Transform
30 SpA / 30 SpD / 3 Spe
252 HP / 4 Def / 252 SpD

Taking revenge on anyone who ever deemed it useless, Ditto takes its new Dream World ability to become a potent revenge killer. Armed with a Choice Scarf, Ditto can come in, outspeed, and kill almost anything, bar Substitute users and Zoroark. Any boosting sweepers must think twice if they see Ditto on the opposing team, because after they grab some boosts and a kill, Ditto can come in and not only pocket a revenge kill, but also steal the boost and turn the sweep around. For example, Ditto can steal boosts from the likes of Dragon Dance Kingdra, Dragon Dance Scrafty, Swords Dance Heracross, Nasty Plot Houndoom, and Nasty Plot Azelf, even after a single kill. Its sweeping potential doesn't stop there—Ditto can switch in and threaten a range of Life Orb attackers. Outside of its great revenge killing capabilities, Ditto can also steal entry hazards and further support moves from the opponent. Ditto can switch into the likes of Bronzong, Gligar, and Roserade and set up Stealth Rock or Spikes—although this locks Ditto into an entry hazard move, it can prove to be incredibly useful in the long run. This is obviously the only moveset that Ditto can run, but it doesn't need to worry about its own movepool because it will be using someone else's moves all of the time anyway.

Team Options & Additional Comments >>>

Other Options

Ditto has no other options. The only aspect worth changing would be the IV spread, which helps target different users of Hidden Power on the switch in. Below is a list of Hidden Power users and the best IV spreads for beating them.

  • Raikou: 31 HP / 31 Atk / 31 Def / 30 SpA / 30 SpD / 3 Spe [Lowest Speed Possible w/ Base 70] Hidden Power Ground (51.71 - 61.05%) -- guaranteed 2HKO
  • Zapdos: N/A, Thunderbolt (66.66 - 78.5%) -- guaranteed 2HKO (Hits for slightly less damage than Hidden Power Ice or Rock)
  • Lilligant: 31 HP / 31 Atk / 31 Def / 31 SpA / 31 SpD / 2 Spe [Lowest Speed Possible w/ Base 70] Hidden Power Ice (87.23 - 102.83%) -- 18.75% chance to OHKO
  • Shaymin: (Air Slash is more common than Hidden Power) 31 HP / 31 Atk / 31 Def / 31 SpA / 31 SpD / 2 Spe [Lowest Speed Possible w/ Base 70] Hidden Power Ice (48.53 - 57.3%) -- 94.14% chance to 2HKO

The above IV Spread for Hidden Power Ice is probably the best alternative if your team is worried about Lilligant and Shaymin. That being said, Raikou is much more commonly seen with Hidden Power than the Grass duo, so Hidden Power Ground is probably the best way to go. Theoretically, the item on the set could be changed, but this is usually ineffective because Ditto will always be relying on a Speed tie and outright losing to Choice Scarf users.

Checks and Counters

Because Ditto is ever-changing, there is no true counter to it. Choice Scarf users are probably the biggest check because Ditto relies on being faster than the opponent to get a revenge kill; Choice Scarf users will always create a Speed tie, only allowing Ditto to do its job 50% of the time. Imposter will fail if the opponent has a Substitute, making users of said move obvious checks; of course, the Substitute must be set up before Ditto switches in. If not, Ditto can just outspeed and attack before the move is used. Ditto is also largely susceptible to entry hazards, especially Toxic Spikes. Ditto will be switching in and out a lot and thus taking lots of entry hazard damage. This makes Ditto slightly less effective against teams that stack entry hazards.