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Pokémon Diggersby

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CB Diggersby > Life:
252+ Atk Choice Band Huge Power Diggersby Return vs. 252 HP / 0 Def Rotom-W: 306-360 (100.6 - 118.4%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Diggersby Earthquake vs. 252 HP / 232+ Def Skarmory: 366-432 (109.5 - 129.3%) -- guaranteed OHKO (Roost)
252+ Atk Choice Band Huge Power Diggersby Earthquake vs. 0 HP / 0 Def Lucario: 848-1002 (301.7 - 356.5%) -- guaranteed OHKO
252 SpA Adaptability Mega Lucario Vacuum Wave vs. 0 HP / 4 SpD Diggersby: 228-272 (73.3 - 87.4%) -- guaranteed 2HKO

Shall I go on, or?

You should provide some meaningful calcs.. CB Digs won't catch Skarmory on Roost anytime soon imo, and we all know any STAB EQ user would kill Luke. How about calcs against the most threatening physical walls in OU atm, like megasaur, slowbro, phys def Rotom-W, Zapdos, Hippowdon, etc ?

I'm not dismissing CB Digs, but the calcs you provided are a little.. pointless, lol.
 
You should provide some meaningful calcs.. CB Digs won't catch Skarmory on Roost anytime soon imo, and we all know any STAB EQ user would kill Luke. How about calcs against the most threatening physical walls in OU atm, like megasaur, slowbro, phys def Rotom-W, Zapdos, Hippowdon, etc ?

I'm not dismissing CB Digs, but the calcs you provided are a little.. pointless, lol.

Ok, sorry lol, just random shit that popped into my mind honestly, but here:

252+ Atk Choice Band Huge Power Diggersby Earthquake vs. 252 HP / 0 Def Mega Venusaur: 265-313 (72.8 - 85.9%) -- guaranteed 2HKO
252+ Atk Choice Band Huge Power Diggersby Return vs. 252 HP / 252+ Def Slowbro: 219-258 (55.5 - 65.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Huge Power Diggersby Return vs. 252 HP / 0 Def Rotom-W: 306-360 (100.6 - 118.4%) -- guaranteed OHKO
I've never seen Physically Defensive Rotom-W, but here:
252+ Atk Choice Band Huge Power Diggersby Return vs. 252 HP / 252+ Def Rotom-W: 222-262 (73 - 86.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Huge Power Diggersby Return vs. 252 HP / 252+ Def Zapdos: 259-306 (67.4 - 79.6%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Huge Power Diggersby Return vs. 252 HP / 252+ Def Hippowdon: 208-246 (49.5 - 58.5%) -- 67.2% chance to 2HKO after Leftovers recovery
And in return:
4 SpA Mega Venusaur Giga Drain vs. 0 HP / 4 SpD Diggersby: 236-282 (75.8 - 90.6%) -- guaranteed 2HKO
4 SpA Slowbro Scald vs. 0 HP / 4 SpD Diggersby: 216-254 (69.4 - 81.6%) -- guaranteed 2HKO
4 SpA Rotom-W Hydro Pump vs. 0 HP / 4 SpD Diggersby: 306-362 (98.3 - 116.3%) -- 93.8% chance to OHKO
4 SpA Zapdos Hidden Power Ice vs. 0 HP / 4 SpD Diggersby: 130-154 (41.8 - 49.5%) -- guaranteed 3HKO
4 Atk Hippowdon Earthquake vs. 0 HP / 0 Def Diggersby: 148-175 (47.5 - 56.2%) -- 82.8% chance to 2HKO

I'm wondering about investing some Speed into HP, to make it like this:

4 SpA Rotom-W Hydro Pump vs. 208 HP / 4 SpD Diggersby: 306-362 (84.2 - 99.7%) -- guaranteed 2HKO

Or just 252 HP > 252 Speed, what important is it outspeeding? It's already slow as fuck.
 
It is the standard. Idk where you've been laddering imo, but the Rotom-Ws you see in the ladder are almost exclusively physically defensive.

Anyway, those calcs are rather.. impressive. The only thing that can switch into Digs is Skarmory, everything else is 2HKO'd..
 
It is the standard. Idk where you've been laddering imo, but the Rotom-Ws you see in the ladder are almost exclusively physically defensive.

Anyway, those calcs are rather.. impressive. The only thing that can switch into Digs is Skarmory, everything else is 2HKO'd..
I see as many trickscarf variants as i do see defensive ones..hmm
 
It is the standard. Idk where you've been laddering imo, but the Rotom-Ws you see in the ladder are almost exclusively physically defensive.

Anyway, those calcs are rather.. impressive. The only thing that can switch into Digs is Skarmory, everything else is 2HKO'd..
Skarmory can't switch in if Diggersby carries wild charge. choice band does at least 64% to max defense skarm. However, most diggersbys that I have seen carry u-turn, so I guess they don't want recoil, they rather have momentum; still though, I would scout for it.
 
Skarmory can't switch in if Diggersby carries wild charge. choice band does at least 64% to max defense skarm. However, most diggersbys that I have seen carry u-turn, so I guess they don't want recoil, they rather have momentum; still though, I would scout for it.

Well you'd use it if you're able to predict a proper switch in, usually when you have hazards on the field putting pressure on Skarmory to possibly defog. Otherwise it is more something left to catch things off guard, as it is not something you should spam given the lower base power and lack of STAB coupled by recoil.
 
Stone edge is a viable option rather than wild charge. It can catch many off guard if they're expecting a move such as wild charge or u-turn.
 
I was thinking about something weird like:

Ability: Huge Power
Nature: Adamant
Evs: 252 Hp / 252 Atk / 4 Spe
Item: Life Orb / Leftovers
Moveset:
~Sword Dance
~Agility
~Earthquake
~Facade

Of course you'll set up based on the battle circumstances. Also, I put Facade because everyone likes to burn whatever goes of these days. The problem with this set is the hue lack of coverage but It can be fixed, any thoughts?
 
Ok, so I've been playing around with Choice Scarf Diggersby, and I've found you only need 220 Speed EVs, to outspeed 252+ Mega Manectric by 1 point, then 252 in Attack, and then dump the rest in HP. It has been working great for me, as I'm really Mega Manectrkc weak. Are you missing outspeeding anything relevant? Also,
-1 252 Atk Huge Power Diggersby Earthquake vs. 0 HP / 0 Def Mega Manectric: 308-366 (109.6 - 130.2%) -- guaranteed OHKO
 
I was thinking about something weird like:

Ability: Huge Power
Nature: Adamant
Evs: 252 Hp / 252 Atk / 4 Spe
Item: Life Orb / Leftovers
Moveset:
~Sword Dance
~Agility
~Earthquake
~Facade

Of course you'll set up based on the battle circumstances. Also, I put Facade because everyone likes to burn whatever goes of these days. The problem with this set is the hue lack of coverage but It can be fixed, any thoughts?

Eh, I guess it could work, but I would use Stone Edge over Facade just to get the QuakEdge coverage, especially since Ground + Normal isn't the best coverage in the world, at all.
 
For the banded set I would advise to add 4 speed EV's to let you hit 209 Speed, out-speeding uninvested Rotom and letting you Return/U-Turn before Rotom can cripple/kill you.
EDIT: The number is 68, not 4. Whoops.
 
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Access to edgequake, huge power, and spikes.

Need I say anything more?


If you want to hear why it is so amazing, here's why:
According to PokemonDB's type calculator, and assuming that diggersby carries a SD, Return, Edgequake set. (Or banded with Quick attack)

No Pokemon can fully resist Edgequake/return. And huge power? Diggersby tho?*
Plus, if you were kinda psycho, you could set up spikes when diggersby forces his steel adversaries out,
 
No Pokemon can fully resist Edgequake/return.
Any levitating steel type can, like Bronzong.

Anyways, I reckon Diggersby almost needs to have Wild Charge these days in order to prevent itself from being hopelessly walled by Skarm, Gengar and Balloon Aegislash. Wild Charge OHKO's Skarm at +2, is guaranteed to OHKO Gengar after stealth rock without any boosts and even has a 75% chance of KO'ing without rocks, which makes it really good at nailing it on the switch.

252+ Atk Life Orb Huge Power Diggersby Wild Charge vs. 0 HP / 0 Def Gengar: 250-294 (95.7 - 112.6%) -- guaranteed OHKO after Stealth Rock

+2 252+ Atk Life Orb Huge Power Diggersby Wild Charge vs. 252 HP / 232+ Def Skarmory: 380-447 (113.7 - 133.8%) -- guaranteed OHKO


If you want to use Swords Dance Diggersby purely as a wallbreaker, dropping Quick Attack makes it an incredibly lethal force against defensive teams to the point where it can't really be countered by anything. If you want it to have quick attack to make it better against offense, deciding between Return and Earthquake can be a bit tricky but usually dropping Earthquake is the better choice actually because of how common ground resists are these days. At +2, you still have a nearly 60% chance of KO'ing max HP Heatran with Wild Charge (and Heatran carries a Balloon a lot as well), so EQ is arguably a little redundant anyway in that sense:

+2 252+ Atk Life Orb Huge Power Diggersby Wild Charge vs. 252 HP / 0 Def Heatran: 313-369 (81 - 95.5%) -- 56.3% chance to OHKO after Stealth Rock

So yeah, with Wild Charge, you can basically kiss stall goodbye and make Diggersby much less likely to be hard countered by things commonly found on offense like Balloon Aegislash and Gengar, which makes it a very good choice for a moveslot on virtually any Diggersby set.
 
Any levitating steel type can, like Bronzong.

Anyways, I reckon Diggersby almost needs to have Wild Charge these days in order to prevent itself from being hopelessly walled by Skarm, Gengar and Balloon Aegislash. Wild Charge OHKO's Skarm at +2, is guaranteed to OHKO Gengar after stealth rock without any boosts and even has a 75% chance of KO'ing without rocks, which makes it really good at nailing it on the switch.

252+ Atk Life Orb Huge Power Diggersby Wild Charge vs. 0 HP / 0 Def Gengar: 250-294 (95.7 - 112.6%) -- guaranteed OHKO after Stealth Rock
+2 252+ Atk Life Orb Huge Power Diggersby Wild Charge vs. 252 HP / 232+ Def Skarmory: 380-447 (113.7 - 133.8%) -- guaranteed OHKO


If you want to use Swords Dance Diggersby purely as a wallbreaker, dropping Quick Attack makes it an incredibly lethal force against defensive teams to the point where it can't really be countered by anything. If you want it to have quick attack to make it better against offense, deciding between Return and Earthquake can be a bit tricky but usually dropping Earthquake is the better choice actually because of how common ground resists are these days. At +2, you still have a nearly 60% chance of KO'ing max HP Heatran with Wild Charge (and Heatran carries a Balloon a lot as well), so EQ is arguably a little redundant anyway in that sense:

+2 252+ Atk Life Orb Huge Power Diggersby Wild Charge vs. 252 HP / 0 Def Heatran: 313-369 (81 - 95.5%) -- 56.3% chance to OHKO after Stealth Rock

So yeah, with Wild Charge, you can basically kiss stall goodbye and make Diggersby much less likely to be hard countered by things commonly found on offense like Balloon Aegislash and Gengar, which makes it a very good choice for a moveslot on virtually any Diggersby set.

Good thoughts. I am using a diggersby with perfect 5iv, adamant, with the exact set for "can you hear me now" except I added 4 extra points onto speed to outspeed same diggersby by one speed stat.

Still... I am kinda new to smogon. How often do we ACTUALLY see bronzong. And would a good partner be Magnezone to discourage levitating steels like that?
 
Good thoughts. I am using a diggersby with perfect 5iv, adamant, with the exact set for "can you hear me now" except I added 4 extra points onto speed to outspeed same diggersby by one speed stat.

Still... I am kinda new to smogon. How often do we ACTUALLY see bronzong. And would a good partner be Magnezone to discourage levitating steels like that?
Bronzong is almost never seen in OU, I was just pointing that out for its own sake. Magnezone is a pretty good partner for things like Pinsir that want Skarm removed, but it's not as good for Diggersby because unless you're running Wild Charge (in which case you don't need Magnezone's support), Diggy still gets walled by things that Magnezone can't trap and remove, like Gengar and Balloon Aegislash (new mechanics mean you can't trap ghosts).
 
Bronzong is almost never seen in OU, I was just pointing that out for its own sake. Magnezone is a pretty good partner for things like Pinsir that want Skarm removed, but it's not as good for Diggersby because unless you're running Wild Charge (in which case you don't need Magnezone's support), Diggy still gets walled by things that Magnezone can't trap and remove, like Gengar and Balloon Aegislash (new mechanics mean you can't trap ghosts).

So considering this, would a good partner be Knock Off Bisharp, your own Gengar/Balloon Argislash or Trevenant/Gourgeist?

And is the coverage of Wild Charge worth losing out on return/quick attack?
 
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I don't know why you would run Spikes on Diggersby though... (heh, heh)
Skarmory is a much better hazard setter, and has much better stats.
Sure it's a meme but still

Spikes Diggersby ocuppies the same role as Spikes Greninja, Stealth Rock Terrakion, and Stealth Rock Garchomp: forcing switches that allow you to safely set up hazards, alongside the fact that no defogger or spinner would want to use their respective moves while you're in play. Granted, I don't think Diggersby is as effective in the role as Greninja because the latter is much faster (and can use this to its advantage against electric types), but I wouldn't discount. A lot of teams don't really have the space to run Skarmory, who generally Defogs anyway, which tends to makes spikes useless.
 
Has anyone considered Flail on a sash diggersby set? If get knocked down to your sash, you have a 200bp STAB, essentially giving you a swords danced return without having to actually swords dance.
 
Has anyone considered Flail on a sash diggersby set? If get knocked down to your sash, you have a 200bp STAB, essentially giving you a swords danced return without having to actually swords dance.
I think on that set, you'd be better just Swords Dancing on the Sash turn, since in addition to Normal STAB, it increases power on EQ and Quick Attack, the latter being pretty important since Diggersby needs priority to avoid certain revenge kills.
 
Maybe with agility then? Or swords dance for even more power? Idk, I was just looking for viable flail users and saw Diggersby got it, and already has a popular sash set.
 
According to the leaks, this dude gets Knock Off and Superpower now, in addition to Iron Head, Foul Play, elemental punches, Focus Punch and some other stuff.

Pretty big buff overall, his movepool is actually pretty big now.
 
I have to say I'm really excited that it getting thunder punch, this way he will be able to deal with skarmory and gengar without dealing damage to it self.
 
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