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Dugtrio

In-battle formes

HP:35
Attack:100
Defense:50
Sp. Atk:50
Sp. Def:70
Speed:120
Min (-ve nature, 0 IVs)220
Default276
Max Neutral339
Max Positive372
Max Neutral (+1)508
Max Positive (+1)558
Max Neutral (+2)678
Max Positive (+2)744

Evolutions

Formes

Strategies

Formats:
  • Draft

Overview

Draft Order: Round 6 onwards

Price Range: 8-10 points

Overview: With a great Speed stat, the ability to trap grounded foes, and decent Ground / Rock coverage that hits most of the metagame at least neutrally, Dugtrio is a solid revenge killer that can pick off weakened foes and remove problematic ones. Its ability Arena Trap can often force foes to sacrifice a valuable item slot for Shed Shell, and its high Speed means many foes are not fast enough to pivot out and avoid its attacks. However, Dugtrio can struggle to hit bulkier Pokemon for significant damage, and foes that avoid the trapping effect of Arena Trap can remove much of its functionality and pivot to faster teammates or strong priority users that threaten it due to its low bulk.

Common Roles

Revenge Killer: Thanks to its Speed, Choice Band can be comfortably run to boost Dugtrio's otherwise middling Attack stat and make it a threatening revenge killer. Other damage-boosting items can also be run to bluff Choice Band and not lock it into a move.

Suicide Lead: In matchups where it struggles as a revenge killer, Dugtrio can still function decently well as a suicide lead. Arena Trap can trap foes into potentially undesirable first-turn matchups, and with Focus Sash, its high Speed means it can usually set Stealth Rock and get off a damaging move or create momentum with Memento before it is KOed.

Common Moves

Primary STAB Moves: Earthquake

Setup Moves: Swords Dance, Hone Claws

Utility Moves: Stealth Rock, Memento, Endeavor, Endure, Smack Down, Substitute

Coverage: Stone Edge, Rock Slide, Rock Blast, Sucker Punch, Throat Chop, Foul Play, Shadow Claw

Niche Moves

Stomping Tantrum: When facing teams with Grassy Surge setters, Stomping Tantrum can be run instead of or alongside Earthquake to allow Dugtrio to still do decent damage if Grassy Terrain is up.

Reversal: Reversal is notably Dugtrio's only Fighting-type move and can function similarly to Endeavor when paired with a Focus Sash or Endure.

Common Items

Choice Band: Choice Band is what allows Dugtrio to most effectively lock down and eliminate its teammates' checks or clean up on its own.

Focus Sash: Focus Sash primarily serves as a way to get more than one move out of suicide lead Dugtrio sets, but it can also guarantee it a chance to use a setup move.

Other Damage-boosting Items: Items such as Life Orb and Soft Sand can be used to give Dugtrio a damage boost without locking it into a move.

Niche Items

Choice Scarf: Despite Dugtrio's already-great Speed, a Speed boost from Choice Scarf can allow it to outspeed foes even faster than it and fellow Speed-boosters, catching them off guard. Although its damage is cut by not running a damage-boosting item, it can still trap and remove glass cannons such as Booster Energy Iron Valiant and Choice Scarf Chi-Yu.

Heavy-Duty Boots: Dugtrio tends to be switched in and out a lot, as its low bulk means it rarely wants to be in front of a foe that it cannot KO. Heavy-Duty Boots prevents residual damage from entry hazards building up on it over time.

Tera

Dugtrio does not need to be a Tera Captain, but if you do select it as one, it can benefit from Tera types that boost its offensive capabilities such as Tera Ground, Rock, and types that help its matchup into specific Pokemon it would like to trap and remove.

Draft Strategy

Though Dugtrio is a solid revenge killer, it can often struggle to fit on drafts and should only be drafted to shore up specific weaknesses your draft has. Ground is one of the most valuable typings, and thus it often fits quite awkwardly. Even on teams where it does fit, it's often not worth bringing into matchups that lack foes Dugtrio can easily trap and remove, though at worst it can still act as a suicide lead that can set Stealth Rock and create early momentum.

Wallbreakers: Wallbreakers that struggle against Steel-types such as Kyurem, Latios, and Gholdengo benefit from Dugtrio's ability to trap and remove their checks. Strong special wallbreakers in particular can force foes to invest more in Special Defense, allowing it to do its job more effectively.

Cleaners / Sweepers: Similarly to wallbreakers, cleaners and sweepers that struggle against Pokemon that Dugtrio can effectively remove do well with it on their team. Pokemon weak to fast Electric-type moves like Greninja and Palafin and Pokemon that struggle to break defensive Steel-types like Raging Bolt all appreciate Dugtrio removing their checks.

Knock Off Support: While Dugtrio's ability to force foes to run Shed Shell instead of a preferred item is one of its strengths, it still functions worse as a revenge killer when foes are holding it. Knock Off users like Scizor, Empoleon, and Ogerpon-W can assist it by removing Shed Shell while also acting as defensive switch-ins for it.

Checks and Counters

Grass-Type Pokemon: Grass-type Pokemon resist Dugtrio's STAB moves and do not take super effective damage from any of its coverage moves while also threatening a super effective move back. Ogerpon and Shaymin fulfill this role well, but Rillaboom in particular can cut Earthquake's damage by half by setting Grassy Terrain on entry and threaten a KO back with Grassy Glide.

Trapping-immune Pokemon: Ghost-types and any non-grounded Pokemon are immune to the trapping effect of Arena Trap, and thus disable a key part of Dugtrio's effectiveness. Trapping-immune Pokemon with a type that it usually wants to eliminate such as Gholdengo, Moltres, and Zapdos can fulfill their respective roles while being free to switch out to a teammate that can threaten it.

Faster Threats: Dugtrio's lacking bulk and general reliance on damage-boosting items leave it vulnerable to Pokemon faster than it. This includes Pokemon like Meowscarada, Greninja, and Weavile, which outspeed and deal super effective damage to it.

Priority: Similarly to faster threats, strong priority users also threaten Dugtrio due to its lacking bulk and ease of being revenge killed. Pokemon like Hisuian Samurott, Palafin, and Azumarill all have strong priority attacks that threaten an OHKO on it.

Bulky Attackers: Dugtrio struggles against bulkier Pokemon in general, but ones that can hit it back are an even greater problem for it. Pokemon like Zarude, Hydrapple, and Landorus-T can easily take a hit from it and threaten an OHKO back.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
5
Does damage equal to the user's HP. User faints.
 
Power
Accuracy
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
10
Lowers target's Attack, Sp. Atk by 2. User faints.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
25
Accuracy
90%
PP
10
Hits 2-5 times in one turn.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
10
30% chance to burn the target. Thaws target.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
95
Accuracy
100%
PP
10
10% chance to poison adjacent Pokemon.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
80
Accuracy
100%
PP
10
20% chance to paralyze or burn or freeze target.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
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