I think the people saying "Ditto shouldn't run anything but Choice Scarf" are being incredibly close minded in favor of slight, rather overrated determinism.
I mean yes, Choice Scarf lets you win the speed tie... but it doesn't guarantee the KO. Against bulky enough opponents, the speed is irrelevant and they KO Ditto anyway. Even if you KO your opponent, that gives your opponent opportunity to switch in ANYTHING safely with knowledge of what move you'll be forced to use next. In a worst-case scenario, this is essentially a free turn for the opponent.
I like the Assault vest mentioned earlier; with Ditto you're generally not intending to do any setup stuff anyway; that was your opponent's job, so the Assault vest's detriment is moot. Yeah, there's a 50% chance you'll lose the speed tie, but at the worse case, you just lose Ditto, and personally, I'd rather lose Ditto than let my opponent have a safe set up opportunity.
Another notable option I'd like to point out is Sitrus Berry. I don't generally count on Ditto being able to last four turns to regain the equivalent amount from leftovers, so I lean more towards the chance to turn a 2HKO into a 3HKO.
I mean yes, Choice Scarf lets you win the speed tie... but it doesn't guarantee the KO. Against bulky enough opponents, the speed is irrelevant and they KO Ditto anyway. Even if you KO your opponent, that gives your opponent opportunity to switch in ANYTHING safely with knowledge of what move you'll be forced to use next. In a worst-case scenario, this is essentially a free turn for the opponent.
I like the Assault vest mentioned earlier; with Ditto you're generally not intending to do any setup stuff anyway; that was your opponent's job, so the Assault vest's detriment is moot. Yeah, there's a 50% chance you'll lose the speed tie, but at the worse case, you just lose Ditto, and personally, I'd rather lose Ditto than let my opponent have a safe set up opportunity.
Another notable option I'd like to point out is Sitrus Berry. I don't generally count on Ditto being able to last four turns to regain the equivalent amount from leftovers, so I lean more towards the chance to turn a 2HKO into a 3HKO.