Ubers Ditto

[OVERVIEW]

* The combination of Imposter and Choice Scarf allows Ditto to function as a formidable revenge killer, punishing opposing setup sweepers by copying them and their boosts while also outspeeding them thanks to Choice Scarf.
* Due to Ditto refreshing PP each time it switches out and its ability to copy opposing support moves, Ditto can also give its team an edge in PP wars against defensive threats.
* Ditto finds a niche on defensive teams that appreciate its ability to revenge kill threats that the team otherwise can't wall as well as Ditto's potential to offer some form of offensive presence and stalemate opposing defensive teams.
* However, Ditto is unable to revenge kill some common threats, notably setup sweepers carrying Substitute and Calm Mind Arceus formes. Additionally, Ditto does not copy the foe's HP stat, and thanks to the high HP stat of many threats in Ubers in comparison to Ditto, as well as Ditto's lack of a boosting item, it cannot win one-on-one versus many common threats and requires them weakened in order to effectively revenge kill them.
* Furthermore, due to its low HP, Ditto requires free turns to safely switch in, either after a teammate has fainted or through pivots, and may force risky plays in order to to bring it in without having to sacrifice a teammate. Ditto also has little defensive synergy in terms of walling threats, leaving its teammates often overwhelmed by offensive threats before it can safely come in to attempt to revenge kill. This compounds its unreliability, as immunities and resistances to the moves of the sweepers that it copies are common, and due to Ditto's Choice Scarf, it must correctly predict if the opponent is switching out, as well as the incoming switch-in, in order to claim a KO.


[SET]
name: no u (Revenge Killer)
move 1: Transform
move 2:
move 3:
move 4:
item: Choice Scarf
ability: Imposter
nature: Relaxed
evs: 248 HP / 8 Atk / 252 Def
ivs: 0 Spe


[SET COMMENTS]
Moves
========


* Transform is the only legal move Ditto can learn. However, it is mostly useless due to Imposter activating upon Ditto switching in, and if Imposter fails, then Transform would as well.

Set Details
========


* Imposter is what makes Ditto viable, allowing it to copy the opposing Pokemon and all its stat changes.
* A Choice Scarf is essential for Ditto to perform its role as a revenge killer, allowing to outspeed any Pokemon it copies, unless both carry Choice Scarf or Trick Room is active.
* 248 HP EVs maximize Ditto's HP while minimizing Struggle recoil.
* 252 Defense EVs and 0 Speed IVs with a Relaxed nature minimize damage taken from an opposing Ditto's Struggle and lower Ditto's Speed so it hopefully moves after opposing Ditto to avoid being the first to KO itself with Struggle damage.
* The given IV spread gives Ditto Hidden Power Ice, granting it optimal coverage when copying opposing mixed Primal Groudon and Marshadow should they be carrying Hidden Power. This potentially allows Ditto to pick off Mega Salamence and Zygarde-C should it try to switch in.
* The remaining EVs are invested into Attack to slightly boost the power of Ditto's Struggle.


Usage Tips
========


* Use Ditto to revenge kill threatening boosted sweepers, such as Rock Polish Primal Groudon and Geomancy Xerneas.
* It is safest to bring Ditto into play after a teammate has fainted or through slow pivots. Without the latter, Ditto only has so many opportunities to switch into threats that it is relied on to revenge kill, often at great cost to its team, so it must carefully select what move it uses to make the most of each time it comes into play.
* Although switching directly in on Pokemon that can KO Ditto, such as Primal Groudon, is extremely risky, it may sometimes be necessary in order to avoid giving too much ground to the foe. Pivoting with teammates that discourage the use of moves that Ditto cannot switch in on can make such a play much safer. For example, Primal Groudon will be hesitant to use Precipice Blades against a Pokemon immune to Ground-type attacks or a Zygarde that will activate Power Construct if hit, potentially opening up an opportunity for Ditto to switch in.
* Ditto is often forced to lock into a specific move in order to revenge kill a foe, and thus Pokemon that can safely switch into that move can deny Ditto from being able to revenge kill its foe. As Ditto will likely have had to switch in after a teammate has fainted, this means its team has lost a valuable member for little in return if Ditto fails to claim a KO. This may force Ditto to use a risky coverage move to target the switch-in instead of revenge killing in order not to cede too much momentum.
* If all else fails, Ditto can function as a wincon, using its teammates as fodder in order to obtain as many free switches as possible. If this is the case, aim to target Pokemon on the opposing team that can wall a Choice-locked Ditto, either by wearing them down or by removing them with teammates, or use Ditto to nail them with coverage moves as they come in.
* Foes that can survive an attack from Ditto and OHKO it in return thanks to the difference in the HP stat or the power from a boosting item will need to be weakened in order for Ditto to effectively revenge kill them. Examples include Life Orb Marshadow and Ultra Necrozma without Outrage.
* Thanks to Imposter, Ditto ignores the Speed drop from Sticky Web, making it a great revenge killer against common Sticky Web sweepers.
* Ditto is unable to effectively revenge kill Trick Room sweepers, such as Swords Dance + Trick Room Necrozma-DM, as they outspeed Ditto during the duration of Trick Room and can KO it before it can attack. In the case of Necrozma-DM, it can even survive a boosted Earthquake if Ditto switches in as Necrozma-DM uses Swords Dance and sets up Trick Room before KOing Ditto. Attempt to take on such foes with other teammates when Trick Room is active or stall out Trick Room turns until the effect is over so Ditto can outspeed its foe once again.
* Ditto can switch into defensive foes, particularly those with reliable recovery and without status moves that can afflict Ditto, and proceed to stall them out to gain a PP advantage thanks to its PP refreshing each time it switches out. Notable targets that Ditto can wall include support Arceus without Toxic, Mega Sableye, and Blissey.
* Ditto can also come in on foes with support moves such as Heal Bell and Defog and take advantage of these moves to support its team without wasting any PP.
* Ditto can only effectively stay in for five turns at a time, after which it will be forced to use Struggle unless it has lost its Choice Scarf.
* Ditto can be used to scout the moveset of the opponent's Pokemon.
* Imposter's potential greatly expands the number of possible plays in-game depending on the opponent's Pokemon and movesets, so keep an eye out for creative ways you can use it.


Team Options
========


* Ditto can round off a mostly complete team looking for a revenge killer to deal with a range of threats that cannot be walled by a single Pokemon. Thus, a solid defensive backbone to deal with most relevant threats should be present with Ditto, as it relies on its teammates to switch into offensive foes. In return, they appreciate Ditto's ability to revenge kill any threats that may break through.
* On the other hand, Ditto can round out a frail offensive team that has little defensive synergy and relies on overwhelming offensive pressure to win or a specialized team that is dependent on executing a specific niche strategy and is thus unable to defensively cover many prominent threats. Ditto can function as a safety net should an opposing setup sweeper manage to set up, and it can also simply discourage the use of setup moves from the opponent altogether.
* Support Arceus formes, such as Arceus-Fairy, as well as Arceus-Ground, Arceus-Water, and Arceus-Dark carrying Ice Beam, can take on Dragon Dance Zygarde-C in particular, which Ditto finds difficult to effectively revenge kill thanks to Substitute. Additionally, they check a plethora of other threatening offensive Pokemon that Ditto cannot reliably handle; Arceus-Fairy checks Marshadow and Yveltal, Arceus-Dark checks Yveltal and Ghost- and Psychic-types, Arceus-Ground checks Primal Groudon and Necrozma-DM, and Arceus-Water can take on the latter two in addition to Ho-Oh. All four of them also check Mega Salamence and Rayquaza. Another option is Choice Scarf Xerneas, which can function as a more offensive check to Zygarde-C. In return, Ditto can take on setup sweepers that support Arceus formes and Xerneas often cannot, such as Swords Dance Primal Groudon and Double Dance Necrozma-DM.
* Physically defensive walls such as defensive Zygarde-C carrying Coil, Skarmory, Mega Sableye, and both Giratina formes can wall most Swords Dance Arceus formes, which can pose trouble for Ditto if they are carrying Substitute. On more offensive teams, Marshadow is an option to deal with Swords Dance Arceus behind a Substitute. Zygarde-C and Giratina can also deal with offensive Ho-Oh and Primal Groudon to varying extents, while Skarmory, Mega Sableye and Marshadow can help against Ultra Necrozma. All of them can also assist taking on Necrozma-DM, and they appreciate Ditto's ability to deter opposing setup sweepers that they cannot handle.
* Blissey and, to a lesser extent, Magearna, Necrozma-DM, Ho-Oh, and Primal Kyogre, can either wall or overpower Calm Mind Arceus formes for Ditto. All of them except Primal Kyogre can also switch into various threatening special attackers like Geomancy Xerneas. Blissey and Magearna can additionally provide cleric support with Heal Bell, while Magearna can also help Ditto find safe opportunities to come into play with Volt Switch. In return, Ditto can deter physically oriented wallbreakers from using Ditto's specially defensive teammates as setup fodder.
* Entry hazard setters can allow Ditto to use the threat of a revenge kill to rack up hazard damage on checks to Ditto's current transformation in an aggressive fashion, potentially paving the way for an Imposter sweep. Primal Groudon, Ferrothorn, Skarmory, and support Arceus formes can provide entry hazard support in addition to checking prominent offensive threats such as Primal Kyogre and Necrozma-DM.

* Klefki is another option, which, in addition to setting Spikes, can blanket check offensive threats alongside Ditto by inflicting Prankster-boosted status. Klefki can also opt for Swagger, which synergizes well with Ditto by allowing it to copy the foe's Attack boosts, and can even use Fairy Lock to guarantee that Ditto revenge kills any target that KOes Klefki with the right timing.
* Defog and Magic Bounce users such as Ho-Oh, both Giratina formes, support Arceus formes, and Mega Sableye can keep Ditto's side of the field clear of hazards, preventing it from getting chipped each time it switches in. Ditto can support such teammates in the hazard war by potentially copying support moves like Stealth Rock, Defog and Heal Bell.
* Yveltal and Mega Scizor can potentially provide Ditto opportunities to switch in with U-turn, with the former being able to lure in Primal Groudon so Ditto can copy it and threaten it out with its own super effective STAB move. Ditto can return the favor, as it commonly transforms into Pokemon that draw out resisted moves for Yveltal and Mega Scizor to switch into, such as Ground- and Steel-type moves targeted at Primal Groudon and Xerneas, respectively.
* Wallbreakers and other Pokemon strong against defensive teams can partner well with Ditto on more balanced or offensive teams to complement Ditto's strong matchup against offensive threats. Examples of powerful wallbreakers include mixed Swords Dance Primal Groudon, Calm Mind Primal Kyogre, Calm Mind Lunala, and Bulk Up Marshadow. Despite their lack of immediate power, stallbreaker Yveltal and Substitute + Dragon Dance Zygarde can also pose large issues for bulkier teams. Finally, Gothitelle can trap and remove key members of more defensive teams.



[STRATEGY COMMENTS]
Other Options
=============


* Ditto's IVs can be modified to obtain different Hidden Power types, such as Fire and Rock, to target Steel-types and Ho-Oh, respectively, when copying Xerneas with Imposter. Hidden Power Rock can also be effective when copying Primal Groudon or Marshadow carrying Hidden Power Ice, as Ho-Oh may try to switch in believing Ditto carries Hidden Power Ice too. Hidden Power Rock requires an IV spread of 31 / 30 / 30 / 31 / 30 / 0, while Hidden Power Fire requires an IV spread of 31 / 30 / 31 / 30 / 31 / 0.

Checks and Counters
===================


Ditto's checks and counters vary drastically depending on what Pokemon it has transformed into through Imposter, so this section focuses on threats that prevent it from effectively revenge killing.

**Substitute Users**: Imposter fails to copy Pokemon behind a Substitute, leaving Ditto ineffective as a revenge killer against Substitute users such as Dragon Dance Zygarde-C and Extreme Killer Arceus, unless a teammate has broken their Substitute upon fainting.

**Calm Mind Arceus formes**: Ditto is unable to effectively revenge kill Calm Mind Arceus formes such as Arceus-Ground and Arceus-Fairy, as it is locked into a move while the opposing Arceus is free to alternate between setting up or attacking and using Recover to heal off any damage Ditto has dealt. Calm Mind also boosts Arceus's Special Defense, meaning that Ditto will never be able to outdamage Recover outside of a lucky critical hit. Judgment additionally also fails to copy the Arceus forme's type due to Ditto not holding a Plate, leaving Ditto with only a weak, unboosted non-STAB attack.

**Bulky Setup Sweepers**: Certain bulky setup sweepers such as Dragon Dance Zygarde-C and Extreme Killer Arceus can easily survive a revenge killing attempt, even when boosted, before KOing Ditto due to its far lower HP stat.

**Boosting Item Holders**: Ditto is forced to hold a Choice Scarf and thus does not have access to its foe's Z-Moves or boosting items such as Life Orb and Choice Band. Due to this, it can be overpowered by the likes of Marshadow, Yveltal, Ho-Oh, and Ultra Necrozma, despite outspeeding them, due to these threats surviving an attack from full health and retaliating with a more powerful attack to KO Ditto.

**Trick Room**: Trick Room turns Ditto's Choice Scarf against it, leaving it unable to outspeed its foes until the effect of Trick Room is over.

**Choice Scarf Users**: Ditto can only Speed tie with opposing Choice Scarf users and often has an unfavorable matchup against them due to their higher HP stat.

**Paralysis and Item Removal**: As Ditto is reliant on outspeeding the Pokemon that it copies in order to revenge kill them, paralysis or loss of its Choice Scarf makes Ditto unable to reliably revenge kill its targets.

[CREDITS]
- Written by: [[Serial EKiller, 426631]]
- Quality checked by: [[DMDW, 434601], [Cynara, 224455], [Nayrz, 212134]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [Fireflame479, 231476]]
 
Last edited:
Overview can talk about how Ditto's usefulness against defensive teams partially comes from transforming into clerics because this is what allows Ditto's teams to 'stalemate' stall builds. Also mention that Ditto's low HP is the factor that prevents it from pivoting into threats safely. If possible I'd also add that Ditto is universally known to be holding Choice Scarf so even when it safely switched into revenge kill something it will have to predict (corny situations like when Ditto transformed into Double Dance Pdon and has to predict between using pblades or using edge for airborne foes)

Set name looks great.

Team Options can maybe cover teammates that can deal with "Boosting Item Holders" that you specify in Checks and Counters.

Checks and Counters can additionally go over Paralysis or Item Removal, but this is entirely up to your discretion.


This was mostly about going an extra inch further in every section (and pretty much all of them are optional changes tbf), good stuff.

QC 1/3
 

Cynara

Banned deucer.
ivs: 2 Spe

* The given IV spread gives Ditto Hidden Power Ice with maximum base power
This is not relevant, Hidden power is fixed to 60 BP as of generation 6, 0 Speed should be the standard here cause u wanna be slower than other ditto in the rare scenario of ditto vs ditto because of how transform/imposter work.

* 248 HP EVs maximise the HP of Ditto's imposter, while minimising hazard damage Ditto takes upon switching in.
248 HP does actually give Ditto, a odd HP number which is relevant with the use of Struggle minimising the recoil.

Team options: Wallbreakers should be expanded on, as Ditto struggles against bulkier archetypes considerably. Calm Mind Arceus answers should probably get their own bullet.

[STRATEGY COMMENTS]
Other Options
=============

* Ditto's IVs can be modified to obtain different Hidden Power types, such as Fire or Rock, to target Steel-types and Ho-Oh respectively when copying Xerneas with Imposter. Hidden Power Rock can also be effective when copying Primal Groudon or Marshadow carrying Hidden Power Ice, as Ho-Oh may try to switch in believing the Imposter carries Hidden Power Ice too.
Mention what the optimal spreads are, cause you want to achieve the 0 ivs speed benchmark and some users might not know what these are.

Rock: 31/30/30/31/30/0

Fire: 31/30/31/30/31/0

QC: 2/3
 
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TR SD Dusk is a real annoyance for Ditto that might warrant a good mention in usage tips. Even if you switch into +2 Dusk without TR active, it will eat the +2 EQ and set TR anyway:

+2 252+ Atk Necrozma-Dusk-Mane Earthquake vs. 252 HP / 4 Def Prism Armor Necrozma-Dusk-Mane: 336-396 (84.4 - 99.4%)

(then the retaliation EQ kills due to Ditto's lower HP stat)

good details otherwise though.

QC 3/3
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

* The combination of Imposter and Choice Scarf allows Ditto to function as a formidable revenge killer, punishing opposing set-up setup sweepers by copying them and their boosts,(RC) while also outspeeding them thanks to Choice Scarf.
* Due to Ditto refreshing PP each time it switches out,(RC) and its ability to copy opposing support moves, Ditto can also give its team an edge in PP wars against defensive threats.
* Ditto finds a niche on defensive teams that appreciate its ability to revenge kill threats that the team otherwise can't wall,(RC) as well as Ditto's potential to offer some form of offensive presence and stalemate opposing defensive teams.
* However, Ditto is unable to revenge kill some common threats, notably setup sweepers carrying Substitute and Calm Mind Arceus formes. Additionally, Ditto does not copy the opponent's foe's HP stat, and thanks to the high HP stat of many threats in Ubers in comparison to Ditto, as well as Ditto's lack of a boosting item, it cannot win one-on-one vs versus many common threats and requires them weakened in order to effectively revenge kill them with their Imposter.
* Furthermore, due to its low HP, Ditto requires free turns to safely switch in, either after a teammate has fainted or through pivots, and may force risky plays in order to to bring it in without having to sacrifice a teammate. Ditto also has little defensive synergy in terms of walling threats, leaving its teammates often overwhelmed by offensive threats before it can safely come in to attempt to revenge kill. This compounds its unreliability, as immunities or and resistances to the moves of the sweepers that it copies are common, and due to Ditto's Choice Scarf, it must correctly predict if the opponent is switching out, as well as the incoming switch-in, in order to claim a KO.



[SET]
name: no u Revenge Killer (sorry lol)
move 1: Transform
move 2:
move 3:
move 4:
item: Choice Scarf
ability: Imposter
nature: Relaxed
evs: 248 HP / 8 Atk / 252 Def
ivs: 0 Spe

[SET COMMENTS]
Moves
========

* Transform is the only legal move Ditto can learn. However, it is mostly useless due to Imposter activating its effect upon Ditto switching in, and if Imposter fails, then Transform would as well.

Set Details
========

* Imposter is what makes Ditto viable, allowing it to copy the opposing Pokemon and all its stat changes.
* A Choice Scarf is essential for Ditto to perform its role as a revenge killer, allowing to outspeed any Pokemon it copies, unless both carry Choice Scarf or Trick Room is active.
* 248 HP EVs maximise the maximize Ditto's HP of Ditto's imposter,(RC) while giving Ditto an odd HP number to minimise maximize damage taken from entry hazards and from Struggle recoil.
* 252 Defense EVs and 0 Speed IVs with a Relaxed nature minimises minimize damage taken from an opposing Ditto's Struggle and lowers lower Ditto's speed, so that Speed so it hopefully moves after opposing Ditto to avoid being the first to KO itself with Struggle damage.
* The given IV spread gives Ditto Hidden Power Ice, giving granting it optimal coverage when copying opposing mixed Primal Groudon and Marshadow should they be carrying Hidden Power. This potentially allows their Imposter Ditto to pick off Mega Salamence or and Zygarde-C should it try to switch in.
(any particular reason for the 8 Attack EVs?)

Usage Tips
========

* Use Ditto to revenge kill threatening boosted sweepers, such as Rock Polish Primal Groudon or and Geomancy Xerneas.
* It is safest to bring Ditto into play after a teammate has fainted,(RC) or through slow pivots. Without the latter, Ditto only has so many opportunities to switch into threats that it is relied on to revenge kill, often at great cost to its team, so it must carefully select what move it uses to make the most of each time it comes into play.
* Although switching directly in on Pokemon that can KO their imposter Ditto, such as Primal Groudon, is extremely risky, it may sometimes be necessary in order to avoid giving too much ground to the foe. Pivoting with teammates that discourage the use of moves that Ditto cannot switch in on can make such a play much safer. For example, Primal Groudon will be hesitant to use Precipice Blades against a Pokemon immune to Ground-type attacks or a Zygarde that will activate Power Construct if hit, potentially opening up an opportunity for Ditto to switch in.
* Ditto is often forced to lock into a specific move in order to revenge kill a foe, and thus Pokemon that can safely switch into that move can deny Ditto from being able to revenge kill its foe. As Ditto will likely have had to switch in after a teammate has fainted, this means its team has lost a valuable member for little in return if Ditto fails to claim a KO. This may force Ditto to use a risky coverage move to target the switch-in instead of revenge killing in order not to cede too much momentum.
* If all else fails, Ditto can function as a win condition wincon, using its teammates as fodder in order to give it as many free switch-ins as possible. If this is the case, then aim to target Pokemon on the opposing team that can wall a Choice-locked Imposter Ditto, either by wearing them down or removing them with teammates, or using use Ditto to nail them with coverage moves as they come in.
* Foes that can survive an attack from their Imposter, and Ditto and OHKO Ditto it in return thanks to the difference in the HP stat or the power from a boosting item,(RC) will need to be weakened in order for Ditto to effectively revenge kill them. Examples include Life Orb Marshadow and Ultra Necrozma without Outrage.
* Thanks to Imposter, Ditto ignores the Speed drop from Sticky Web, making it a great revenge killer against common Sticky Web sweepers.
* Ditto is unable to effectively revenge kill Trick Room sweepers, such as Swords Dance + Trick Room Necrozma-DM, as they outspeed Ditto during the duration of Trick Room and can KO their imposter it before it can attack. In the case of Necrozma-DM, it can even survive a boosted Earthquake if Ditto switches in as Necrozma-DM uses Swords Dance,(RC) and sets up Trick Room before KOing Ditto. Attempt to take on such foes with other teammates when Trick Room is active,(RC) or stall out Trick Room turns until the effect is over so that Ditto can outspeed its foe once again.
* Ditto can switch into defensive foes, particularly those with reliable recovery and without status moves that can afflict Ditto, and proceed to stall them out to gain a PP advantage,(RC) thanks to its PP refreshing each time it switches out. Notable targets that Ditto can wall include support Arceus without Toxic, Mega Sableye, and Blissey.
* Ditto can also come in on foes with support moves such as Heal Bell or and Defog,(RC) and take advantage of these moves to support its team without wasting any PP.
* Ditto can only effectively stay in for 5 five turns at a time, after which it will be forced to use Struggle unless its Choice Scarf has been knocked off.
* Ditto can be used to scout the moveset of the opponent's Pokemon.
* Imposter's potential greatly expands the amount of possible plays in-game depending on the opponent's Pokemon and movesets, so keep an eye out for creative ways you can use it.

Team Options
========

* Ditto can round off a mostly complete team looking for a revenge killer to deal with a range of threats that cannot be walled by a single Pokemon. As such, a solid defensive backbone to deal with most relevant threats should be present with Ditto, as it relies on its teammates to switch into offensive foes. In return, they appreciate Ditto's ability to revenge kill any threats that may break through.
* Support Arceus formes, such as Arceus-Fairy, and as well as Arceus-Ground, Arceus-Water,(AC) and Arceus-Dark carrying Ice Beam, can take on Dragon Dance Zygarde-C in particular, which Ditto finds difficult to effectively revenge kill thanks to Substitute. Additionally,(AC) they check a plethora of other threatening offensive Pokemon that Ditto can not reliably handle; Arceus-Fairy checks Marshadow and Yveltal, Arceus-Dark checks Yveltal and Ghost- and Psychic-types, Arceus-Ground checks Primal Groudon and Necrozma-DM, and Arceus-Water can take on the latter two in addition to Ho-Oh. All four of them also check Mega Salamence and Rayquaza. Choice Scarf Xerneas can also function as a more offensive check to Zygarde-C.
* Physically defensive walls such as defensive Zygarde-C carrying Coil, Skarmory, Mega Sableye, and both Giratina formes can wall most Swords Dance Arceus formes, which can pose trouble for Ditto if they are carrying Substitute. On more offensive teams, Marshadow is an option to deal with Swords Dance Arceus behind a Substitute. Zygarde-C and Giratina can also deal with offensive Ho-Oh and Primal Groudon to varying extents, while Skarmory, Mega Sableye and Marshadow can help against Ultra Necrozma. All of them can also assist taking on Necrozma-DM.
* Blissey,(RC) and,(AC) to a lesser extent, Magearna, Necrozma-DM, Ho-Oh, and Primal Kyogre,(AC) can either wall or overpower Calm Mind Arceus formes for Ditto. All of them except Primal Kyogre can also switch into various threatening special attackers like Geomancy Xerneas. Blissey and Magearna can additionally provide cleric support with Heal Bell, while Magearna can also help Ditto find safe opportunities to come into play with Volt Switch.
* Entry hazard setters can allow Ditto to use the threat of an Imposter a revenge kill to rack up hazard damage on checks to the Imposter Ditto's current transformation (I don't think using "Imposter" to refer to Ditto is correct. I've been changing all of them to just Ditto because the sentence still works, but here I specified Ditto's transformation due to the sentence's meaning) in an aggressive fashion, potentially paving the way for an Imposter sweep. Primal Groudon, Ferrothorn, Skarmory, and support Arceus formes can provide entry hazard support in addition to checking prominent offensive threats such as Primal Kyogre and Necrozma-DM.
* Defog and Magic Bounce users such as Ho-Oh, both Giratina formes, support Arceus formes, and Mega Sableye can keep Ditto's side of the field clear of hazards, preventing it from getting chipped each time it switches in.
* Mega Scizor and Yveltal can potentially provide Ditto opportune switch-ins switches in with U-turn, with the former being able to lure in Primal Groudon so that Ditto can copy it and threaten it out with its own super effective STAB move.
* Wallbreakers and other Pokemon strong against defensive teams can partner well with Ditto on more balanced or offensive teams to compliment complement Ditto's strong matchup against offensive threats. Examples of powerful wallbreakers include mixed Swords Dance Primal Groudon, Calm Mind Primal Kyogre, Calm Mind Lunala, and Bulk Up Marshadow. Despite their lack of immediate power, stallbreaker Yveltal and Substitute + Dragon Dance Zygarde can also pose large issues for bulkier teams. Finally, Gothitelle can trap and remove key members of more defensive teams.


[STRATEGY COMMENTS]
Other Options
=============

* Ditto's IVs can be modified to obtain different Hidden Power types, such as Fire or and Rock, to target Steel-types and Ho-Oh,(AC) respectively,(AC) when copying Xerneas with Imposter. Hidden Power Rock can also be effective when copying Primal Groudon or Marshadow carrying Hidden Power Ice, as Ho-Oh may try to switch in believing the Imposter Ditto carries Hidden Power Ice too. Hidden Power Rock requires an IV spread of 31 / 30 / 30 / 31 / 30 / 0, while Hidden Power Fire requires an IV spread of 31 / 30 / 31 / 30 / 31 / 0.

Checks and Counters
===================

Dittos' Ditto's checks and counters vary drastically depending on what Pokemon it has transformed into through Imposter, so this section focuses on threats that prevent it from effectively revenge killing.

**Substitute Users**:(colon) Imposter fails to copy Pokemon behind a Substitute, leaving Ditto ineffective as a revenge killer against Substitute users such as Dragon Dance Zygarde-C and Extreme Killer Arceus, unless a teammate has broken their Substitute upon fainting.

**Calm Mind Arceus formes**:(colon) Ditto is unable to effectively revenge kill Calm Mind Arceus formes,(RC) (give some examples please) due to being locked into a move while the opposing Arceus can proceed to freely alternate between setting up or attacking,(RC) and using Recover to heal off any damage Ditto has dealt. Calm Mind also boosts Arceus' Arceus formes' Special Defense, meaning that Ditto will never be able to outdamage Recover outside of a lucky critical hit. Judgment additionally also fails to copy Arceus' the Arceus forme's type due to Ditto not holding a Plate, leaving Ditto with only a weak, unboosted non-STAB attack.

**Bulky Setup Sweepers**:(colon) Certain bulky setup sweepers such as Dragon Dance Zygarde-C and Extreme Killer Arceus can easily survive a revenge killing attempt, even when boosted, before KOing their Imposter Ditto due to Ditto's far lower HP stat.

**Boosting Item Holders**:(colon) Ditto is forced to hold a Choice Scarf and thus does not have access to its opponent's Z-moves foe's Z-Moves or boosting items such as Life Orb or and Choice Band. Due to this, it can be overpowered by the likes of Marshadow, Yveltal, Ho-Oh, and Ultra Necrozma, despite outspeeding them, due to these threats surviving an attack from full health and retaliating with a more powerful attack to KO their Imposter Ditto.

**Trick Room**:(colon) Trick Room turns Ditto's Choice Scarf against it, leaving Ditto unable to outspeed its foes until the effect of Trick Room is over.

**Choice Scarf Users**:(colon) Ditto can only Speed tie with opposing Choice Scarf users,(RC) and often has an unfavourable unfavorable matchup against them due to their higher HP stat.

**Paralysis and Item Removal**:(colon) As Ditto is reliant on outspeeding the Pokemon that it copies in order to revenge kill them, paralysis or loss of its Choice Scarf makes Ditto unable to reliably revenge kill its targets.
GP 1/2
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

* The combination of Imposter and Choice Scarf allows Ditto to function as a formidable revenge killer, punishing opposing setup sweepers by copying them and their boosts while also outspeeding them thanks to Choice Scarf.
* Due to Ditto refreshing PP each time it switches out and its ability to copy opposing support moves, Ditto can also give its team an edge in PP wars against defensive threats.
* Ditto finds a niche on defensive teams that appreciate its ability to revenge kill threats that the team otherwise can't wall as well as Ditto's potential to offer some form of offensive presence and stalemate opposing defensive teams.
* However, Ditto is unable to revenge kill some common threats, notably setup sweepers carrying Substitute and Calm Mind Arceus formes. Additionally, Ditto does not copy the foe's HP stat, and thanks to the high HP stat of many threats in Ubers in comparison to Ditto, as well as Ditto's lack of a boosting item, it cannot win one-on-one versus many common threats and requires them weakened in order to effectively revenge kill them.
* Furthermore, due to its low HP, Ditto requires free turns to safely switch in, either after a teammate has fainted or through pivots, and may force risky plays in order to to bring it in without having to sacrifice a teammate. Ditto also has little defensive synergy in terms of walling threats, leaving its teammates often overwhelmed by offensive threats before it can safely come in to attempt to revenge kill. This compounds its unreliability, as immunities and resistances to the moves of the sweepers that it copies are common, and due to Ditto's Choice Scarf, it must correctly predict if the opponent is switching out, as well as the incoming switch-in, in order to claim a KO.


[SET]
name: no u (Revenge Killer)
move 1: Transform
move 2:
move 3:
move 4:
item: Choice Scarf
ability: Imposter
nature: Relaxed
evs: 248 HP / 8 Atk / 252 Def
ivs: 0 Spe


[SET COMMENTS]
Moves
========


* Transform is the only legal move Ditto can learn. However, it is mostly useless due to Imposter activating upon Ditto switching in, and if Imposter fails, then Transform would as well.

Set Details
========


* Imposter is what makes Ditto viable, allowing it to copy the opposing Pokemon and all its stat changes.
* A Choice Scarf is essential for Ditto to perform its role as a revenge killer, allowing to outspeed any Pokemon it copies, unless both carry Choice Scarf or Trick Room is active.
* 248 HP EVs maximize Ditto's HP while giving Ditto an odd HP number to minimize damage taken from entry hazards and minimizing Struggle recoil. (or "giving it an HP number divisible by 4 to minimize", ig)
* 252 Defense EVs and 0 Speed IVs with a Relaxed nature minimize damage taken from an opposing Ditto's Struggle and lower Ditto's Speed so it hopefully moves after opposing Ditto to avoid being the first to KO itself with Struggle damage.
* The given IV spread gives Ditto Hidden Power Ice, granting it optimal coverage when copying opposing mixed Primal Groudon and Marshadow should they be carrying Hidden Power. This potentially allows Ditto to pick off Mega Salamence and Zygarde-C should it try to switch in.
* The remaining EVs are invested into Attack to slightly boost the power of Ditto's Struggle.


Usage Tips
========


* Use Ditto to revenge kill threatening boosted sweepers, such as Rock Polish Primal Groudon and Geomancy Xerneas.
* It is safest to bring Ditto into play after a teammate has fainted or through slow pivots. Without the latter, Ditto only has so many opportunities to switch into threats that it is relied on to revenge kill, often at great cost to its team, so it must carefully select what move it uses to make the most of each time it comes into play.
* Although switching directly in on Pokemon that can KO Ditto, such as Primal Groudon, is extremely risky, it may sometimes be necessary in order to avoid giving too much ground to the foe. Pivoting with teammates that discourage the use of moves that Ditto cannot switch in on can make such a play much safer. For example, Primal Groudon will be hesitant to use Precipice Blades against a Pokemon immune to Ground-type attacks or a Zygarde that will activate Power Construct if hit, potentially opening up an opportunity for Ditto to switch in.
* Ditto is often forced to lock into a specific move in order to revenge kill a foe, and thus Pokemon that can safely switch into that move can deny Ditto from being able to revenge kill its foe. As Ditto will likely have had to switch in after a teammate has fainted, this means its team has lost a valuable member for little in return if Ditto fails to claim a KO. This may force Ditto to use a risky coverage move to target the switch-in instead of revenge killing in order not to cede too much momentum.
* If all else fails, Ditto can function as a wincon, using its teammates as fodder in order to give it obtain as many free switch-ins switches as possible. If this is the case, then aim to target Pokemon on the opposing team that can wall a Choice-locked Ditto, either by wearing them down or by removing them with teammates, or use Ditto to nail them with coverage moves as they come in.
* Foes that can survive an attack from Ditto and OHKO it in return thanks to the difference in the HP stat or the power from a boosting item will need to be weakened in order for Ditto to effectively revenge kill them. Examples include Life Orb Marshadow and Ultra Necrozma without Outrage.
* Thanks to Imposter, Ditto ignores the Speed drop from Sticky Web, making it a great revenge killer against common Sticky Web sweepers.
* Ditto is unable to effectively revenge kill Trick Room sweepers, such as Swords Dance + Trick Room Necrozma-DM, as they outspeed Ditto during the duration of Trick Room and can KO it before it can attack. In the case of Necrozma-DM, it can even survive a boosted Earthquake if Ditto switches in as Necrozma-DM uses Swords Dance and sets up Trick Room before KOing Ditto. Attempt to take on such foes with other teammates when Trick Room is active or stall out Trick Room turns until the effect is over so Ditto can outspeed its foe once again.
* Ditto can switch into defensive foes, particularly those with reliable recovery and without status moves that can afflict Ditto, and proceed to stall them out to gain a PP advantage thanks to its PP refreshing each time it switches out. Notable targets that Ditto can wall include support Arceus without Toxic, Mega Sableye, and Blissey.
* Ditto can also come in on foes with support moves such as Heal Bell and Defog and take advantage of these moves to support its team without wasting any PP.
* Ditto can only effectively stay in for five turns at a time, after which it will be forced to use Struggle unless its it has lost its Choice Scarf has been knocked off.
* Ditto can be used to scout the moveset of the opponent's Pokemon.
* Imposter's potential greatly expands the amount number of possible plays in-game depending on the opponent's Pokemon and movesets, so keep an eye out for creative ways you can use it.


Team Options (most of these seem to be focused on "which Pokemon to best cover Ditto's weaknesses", would make a lot more sense in my mind for it to be the other way around when you'll "never" be building around Ditto specifically and instead adding it as one of the final pokemon to an otherwise mostly complete team, as per the first sentence of this section. that's more vague to pull off of course, but right now part of this seems like a long list of "add this Pokemon to cover setup sweepers that Ditto can't handle", which idk if it's gonna help people put Ditto on the right sort of team; points like the last couple points seem like they'd be more helpful. might be off base too bc i've never been close to being an expert but after reading this section i don't feel this has taught me as much on building with Ditto as the length made me feel it would)
========


* Ditto can round off a mostly complete team looking for a revenge killer to deal with a range of threats that cannot be walled by a single Pokemon. As such, Thus, a solid defensive backbone to deal with most relevant threats should be present with Ditto, as it relies on its teammates to switch into offensive foes. In return, they appreciate Ditto's ability to revenge kill any threats that may break through.
* Support Arceus formes, such as Arceus-Fairy, as well as Arceus-Ground, Arceus-Water, and Arceus-Dark carrying Ice Beam, can take on Dragon Dance Zygarde-C in particular, which Ditto finds difficult to effectively revenge kill thanks to Substitute. Additionally, they check a plethora of other threatening offensive Pokemon that Ditto can not cannot reliably handle; Arceus-Fairy checks Marshadow and Yveltal, Arceus-Dark checks Yveltal and Ghost- and Psychic-types, Arceus-Ground checks Primal Groudon and Necrozma-DM, and Arceus-Water can take on the latter two in addition to Ho-Oh. All four of them also check Mega Salamence and Rayquaza. Choice Scarf Xerneas can also function as a more offensive check to Zygarde-C.
* Physically defensive walls such as defensive Zygarde-C carrying Coil, Skarmory, Mega Sableye, and both Giratina formes can wall most Swords Dance Arceus formes, which can pose trouble for Ditto if they are carrying Substitute. On more offensive teams, Marshadow is an option to deal with Swords Dance Arceus behind a Substitute. Zygarde-C and Giratina can also deal with offensive Ho-Oh and Primal Groudon to varying extents, while Skarmory, Mega Sableye and Marshadow can help against Ultra Necrozma. All of them can also assist taking on Necrozma-DM.
* Blissey and, to a lesser extent, Magearna, Necrozma-DM, Ho-Oh, and Primal Kyogre, can either wall or overpower Calm Mind Arceus formes for Ditto. All of them except Primal Kyogre can also switch into various threatening special attackers like Geomancy Xerneas. Blissey and Magearna can additionally provide cleric support with Heal Bell, while Magearna can also help Ditto find safe opportunities to come into play with Volt Switch.
* Entry hazard setters can allow Ditto to use the threat of a revenge kill to rack up hazard damage on checks to Ditto's current transformation in an aggressive fashion, potentially paving the way for an Imposter sweep. Primal Groudon, Ferrothorn, Skarmory, and support Arceus formes can provide entry hazard support in addition to checking prominent offensive threats such as Primal Kyogre and Necrozma-DM.
* Defog and Magic Bounce users such as Ho-Oh, both Giratina formes, support Arceus formes, and Mega Sableye can keep Ditto's side of the field clear of hazards, preventing it from getting chipped each time it switches in.
* Mega Scizor and Yveltal can potentially provide Ditto opportune switches in with U-turn, with the former being able to lure in Primal Groudon so Ditto can copy it and threaten it out with its own super effective STAB move.
* Wallbreakers and other Pokemon strong against defensive teams can partner well with Ditto on more balanced or offensive teams to complement Ditto's strong matchup against offensive threats. Examples of powerful wallbreakers include mixed Swords Dance Primal Groudon, Calm Mind Primal Kyogre, Calm Mind Lunala, and Bulk Up Marshadow. Despite their lack of immediate power, stallbreaker Yveltal and Substitute + Dragon Dance Zygarde can also pose large issues for bulkier teams. Finally, Gothitelle can trap and remove key members of more defensive teams.



[STRATEGY COMMENTS]
Other Options
=============


* Ditto's IVs can be modified to obtain different Hidden Power types, such as Fire and Rock, to target Steel-types and Ho-Oh, respectively, when copying Xerneas with Imposter. Hidden Power Rock can also be effective when copying Primal Groudon or Marshadow carrying Hidden Power Ice, as Ho-Oh may try to switch in believing Ditto carries Hidden Power Ice too. Hidden Power Rock requires an IV spread of 31 / 30 / 30 / 31 / 30 / 0, while Hidden Power Fire requires an IV spread of 31 / 30 / 31 / 30 / 31 / 0.

Checks and Counters
===================


Ditto's checks and counters vary drastically depending on what Pokemon it has transformed into through Imposter, so this section focuses on threats that prevent it from effectively revenge killing.

**Substitute Users**: Imposter fails to copy Pokemon behind a Substitute, leaving Ditto ineffective as a revenge killer against Substitute users such as Dragon Dance Zygarde-C and Extreme Killer Arceus, unless a teammate has broken their Substitute upon fainting.

**Calm Mind Arceus formes**: Ditto is unable to effectively revenge kill Calm Mind Arceus formes such as Arceus-Ground and Arceus-Fairy, (comma, also not sure why this is red) due to being as it is locked into a move while the opposing Arceus can proceed to freely is free to alternate between setting up or attacking and using Recover to heal off any damage Ditto has dealt. Calm Mind also boosts Arceus's formes' Special Defense, meaning that Ditto will never be able to outdamage Recover outside of a lucky critical hit. Judgment additionally also fails to copy the Arceus forme's type due to Ditto not holding a Plate, leaving Ditto with only a weak, unboosted non-STAB attack.

**Bulky Setup Sweepers**: Certain bulky setup sweepers such as Dragon Dance Zygarde-C and Extreme Killer Arceus can easily survive a revenge killing attempt, even when boosted, before KOing Ditto due to Ditto's its far lower HP stat.

**Boosting Item Holders**: Ditto is forced to hold a Choice Scarf and thus does not have access to its foe's Z-Moves or boosting items such as Life Orb and Choice Band. Due to this, it can be overpowered by the likes of Marshadow, Yveltal, Ho-Oh, and Ultra Necrozma, despite outspeeding them, due to these threats surviving an attack from full health and retaliating with a more powerful attack to KO Ditto.

**Trick Room**: Trick Room turns Ditto's Choice Scarf against it, leaving Ditto it unable to outspeed its foes until the effect of Trick Room is over.

**Choice Scarf Users**: Ditto can only Speed tie with opposing Choice Scarf users (RC) and often has an unfavorable matchup against them due to their higher HP stat.

**Paralysis and Item Removal**: As Ditto is reliant on outspeeding the Pokemon that it copies in order to revenge kill them, paralysis or loss of its Choice Scarf makes Ditto unable to reliably revenge kill its targets.
 
Agree with TDP's comments on Team Option but couldnt rlly think of a good way to fix it- ended up adding another point to hopefully cover a few things that i missed but find it rlly hard to write about.

Lines added:

* On the opposite end of the spectrum, Ditto can finish off a frail offensive team that has little defensive synergy and relies on overwhelming offensive pressure to win, or a specialised team that relies on executing a specific niche strategy, and is thus unable to defensively cover many prominent threats. Ditto can function as a safety net should an opposing set up sweeper manage to set up, or aid by simply discouraging the use of setup moves from the opponent altogether.

* Klefki is another option, which in addition to setting Spikes, can blanket check offensive threats alongside Ditto by inflicting Prankster status. Klefki can also opt for Swagger which synergizes well with Ditto's Imposter, allowing it to copy the foe's Attack boosts, and can even use Fairy Lock to guarantee Ditto revenge kills any target that KOs Klefki with the right timing.

Im not too sure about the "specific niche strategy" bit cause not many examples come to mind that are viable/legal right now (teams in the vein of thimo's old eeveepass- i dont think there are many teams like it that are viable now but being able to work on those teams is a niche of ditto's and ive been having some fun with stupid strats like swagger+fairy lock keys + marsh + ditto so who knows? ditto's rlly good at enabling these kind of builds, even if they're currently unviable, so it might be worth keeping in?)
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Serial EKiller I GP checked the two lines you added in the hide tag. Your comment on the "specific niche strategy" mention seems to be more of a QC thing, so it's up to you to include it or not. Also you should remove TDP's comment from the actual analysis.

In regards to his comment, I would recommend also including what Ditto does for its teammates in return (rather than just mentioning what its teammates do for it). The 3rd, 4th, 5th, and 8th bullets in Team Options just include what Ditto's teammates do for it. Maybe you can explain how Ditto helps the support Arceus formes, physical walls, and other Pokemon mentioned in the bullet points. You can also include how Ditto benefits from hazards in that bullet point. Other than this, you could mention in new bullets other Pokemon that benefit from having Ditto around. Hope this helps.

* On the opposite end of the spectrum other hand, Ditto can finish off round out (this sounds like Ditto can sweep an enemy team) a frail offensive team that has little defensive synergy and relies on overwhelming offensive pressure to win,(RC) or a specialised specialized team that relies is dependent on executing a specific niche strategy,(RC) and is thus unable to defensively cover many prominent threats. Ditto can function as a safety net should an opposing set up setup sweeper manage to set up, or aid by and it can also simply discouraging discourage the use of setup moves from the opponent altogether.

* Klefki is another option, which,(AC) in addition to setting Spikes, can blanket check offensive threats alongside Ditto by inflicting Prankster-(AH)boosted status. Klefki can also opt for Swagger,(AC) which synergizes well with Ditto's Imposter,(RC) Ditto by allowing it to copy the foe's Attack boosts, and can even use Fairy Lock to guarantee that Ditto revenge kills any target that KOes Klefki with the right timing.
 
Implemented.

Added/changed lines in Team Options:

Paragraph 3:
* Support Arceus formes, such as Arceus-Fairy, as well as Arceus-Ground, Arceus-Water, and Arceus-Dark carrying Ice Beam, can take on Dragon Dance Zygarde-C in particular, which Ditto finds difficult to effectively revenge kill thanks to Substitute. Additionally, they check a plethora of other threatening offensive Pokemon that Ditto cannot reliably handle; Arceus-Fairy checks Marshadow and Yveltal, Arceus-Dark checks Yveltal and Ghost- and Psychic-types, Arceus-Ground checks Primal Groudon and Necrozma-DM, and Arceus-Water can take on the latter two in addition to Ho-Oh. All four of them also check Mega Salamence and Rayquaza. Another option is Choice Scarf Xerneas, which can function as a more offensive check to Zygarde-C. In return, Ditto can take on setup sweepers that support Arceus formes and Xerneas cannot.

Paragraph 4:
* Physically defensive walls such as defensive Zygarde-C carrying Coil, Skarmory, Mega Sableye, and both Giratina formes can wall most Swords Dance Arceus formes, which can pose trouble for Ditto if they are carrying Substitute. On more offensive teams, Marshadow is an option to deal with Swords Dance Arceus behind a Substitute. Zygarde-C and Giratina can also deal with offensive Ho-Oh and Primal Groudon to varying extents, while Skarmory, Mega Sableye and Marshadow can help against Ultra Necrozma. All of them can also assist taking on Necrozma-DM, while appreciating Ditto's ability to deter opposing setup sweepers that they cannot handle.

Paragraph 5:
* Blissey and, to a lesser extent, Magearna, Necrozma-DM, Ho-Oh, and Primal Kyogre, can either wall or overpower Calm Mind Arceus formes for Ditto. All of them except Primal Kyogre can also switch into various threatening special attackers like Geomancy Xerneas. Blissey and Magearna can additionally provide cleric support with Heal Bell, while Magearna can also help Ditto find safe opportunities to come into play with Volt Switch. In return, Ditto can deter physically oriented wallbreakers from using Ditto's specially defensive teammates as setup fodder.

Paragraph 8:
* Defog and Magic Bounce users such as Ho-Oh, both Giratina formes, support Arceus formes, and Mega Sableye can keep Ditto's side of the field clear of hazards, preventing it from getting chipped each time it switches in. Ditto can support such teammates in the hazard war by potentially copying support moves Stealth Rock, Defog or Heal Bell.

Paragraph 9:
* Yveltal and Mega Scizor can potentially provide Ditto opportune switches in with U-turn, with the former being able to lure in Primal Groudon so Ditto can copy it and threaten it out with its own super effective STAB move. Ditto can return the favor, as it commonly transforms into Pokemon that draw out resisted moves for Yveltal and Mega Scizor to switch on, such as Ground- and Steel-type moves targeted at Primal Groudon and Xerneas respectively.
 
Last edited:

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Serial EKiller I know TDP did 2/2 but once you implement my changes on your new lines then consider this a new 2/2.

* Support Arceus formes, such as Arceus-Fairy, as well as Arceus-Ground, Arceus-Water, and Arceus-Dark carrying Ice Beam, can take on Dragon Dance Zygarde-C in particular, which Ditto finds difficult to effectively revenge kill thanks to Substitute. Additionally, they check a plethora of other threatening offensive Pokemon that Ditto cannot reliably handle; Arceus-Fairy checks Marshadow and Yveltal, Arceus-Dark checks Yveltal and Ghost- and Psychic-types, Arceus-Ground checks Primal Groudon and Necrozma-DM, and Arceus-Water can take on the latter two in addition to Ho-Oh. All four of them also check Mega Salamence and Rayquaza. Another option is Choice Scarf Xerneas, which can function as a more offensive check to Zygarde-C. In return, Ditto can take on setup sweepers (such as...) that support Arceus formes and Xerneas cannot.


* Physically defensive walls such as defensive Zygarde-C carrying Coil, Skarmory, Mega Sableye, and both Giratina formes can wall most Swords Dance Arceus formes, which can pose trouble for Ditto if they are carrying Substitute. On more offensive teams, Marshadow is an option to deal with Swords Dance Arceus behind a Substitute. Zygarde-C and Giratina can also deal with offensive Ho-Oh and Primal Groudon to varying extents, while Skarmory, Mega Sableye and Marshadow can help against Ultra Necrozma. All of them can also assist in taking on Necrozma-DM, while appreciating and they appreciate Ditto's ability to deter opposing setup sweepers that they cannot handle.


* Blissey and, to a lesser extent, Magearna, Necrozma-DM, Ho-Oh, and Primal Kyogre, can either wall or overpower Calm Mind Arceus formes for Ditto. All of them except Primal Kyogre can also switch into various threatening special attackers like Geomancy Xerneas. Blissey and Magearna can additionally provide cleric support with Heal Bell, while Magearna can also help Ditto find safe opportunities to come into play with Volt Switch. In return, Ditto can deter physically oriented wallbreakers from using Ditto's specially defensive teammates as setup fodder.


* Defog and Magic Bounce users such as Ho-Oh, both Giratina formes, support Arceus formes, and Mega Sableye can keep Ditto's side of the field clear of hazards, preventing it from getting chipped each time it switches in. Ditto can support such teammates in the hazard war by potentially copying support moves like Stealth Rock, Defog,(AC) and or Heal Bell.


* Yveltal and Mega Scizor can potentially provide Ditto opportune switches opportunities to switch in with U-turn, with the former being able to lure in Primal Groudon so Ditto can copy it and threaten it out with its own super effective STAB move. Ditto can return the favor, as it commonly transforms into Pokemon that draw out resisted moves for Yveltal and Mega Scizor to switch on into, such as Ground- and Steel-type moves targeted at Primal Groudon and Xerneas,(AC) respectively.
 

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