Loading...
Loading...
Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
High-firepower meta Pokémon that hit it super-effectively by type (estimated, not battle data)
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-08)
Diggersby sits at 0.86% usage in singles, ranked 87th, firmly in niche territory. Huge Power runs at 99.3%, doubling the mediocre 56 base Attack into respectable numbers, yet the 85/77/77 bulk and 78 Speed leave it mid-pack by current standards. Ground typing provides a hard immunity to Electric, which anchors the entire set. The role is reactive: it answers specific threats rather than shaping the team on its own.
Playstyle:The singles kit centers on surviving one hit to retaliate at Huge Power damage. Focus Sash at 65.6% is the default: it takes any single hit and fires back with Earthquake (24.9%) or Ice Punch (24.7%) for a KO. Quick Attack at 23.4% patches Speed and picks off weakened targets. Thunder Punch (11.7%), Body Slam (5.4%) and Fire Punch (4%) handle the Ice and Steel blind spots respectively. All three Adamant spreads (totaling 72.8%) pour EVs into Attack and Speed, accepting that the bulk is not enough to survive sustained pressure. Life Orb at 27.8% trades that one-shot survival for stronger hits, fitting on cleaner games.
At 0.13% usage and rank 175, Diggersby is essentially absent from doubles. The Adamant 29/32/1/0/1/3 spread takes 78.4% and Life Orb 90.5% is the only item worth discussing: it relies on the orb boost and Protect (22.5%) to function past turn one. Earthquake (24.3%) and Foul Play (19.9%) hit hard but risk devastating ally damage in doubles, which caps the ceiling on any configuration.
Playstyle:Life Orb is the lifeblood of the doubles kit; the Adamant 29/32/1/0/1/3 spread at 78.4% is essentially the only configuration. Protect at 22.5% outranks Rock Slide (3.1%) and High Horsepower (2.2%), reflecting the doubles need for sustained presence. Foul Play at 19.9% exploits the opposing physical attackers common in doubles and stands as the clearest mechanical difference from singles. Quick Attack (21.8%) keeps the revenge-killing function. The structural ceiling is low: Earthquake hits allies, Foul Play is narrow, 78 Speed loses most doubles speed ties, and no support role is filled.