OU Dugtrio

Colonel M

I COULD BE BORED!
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Top Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnus
Support Pokemon like Dugtrio and Magnezone are always kind of tricky. More than willing to take feedback on movesets too because Choice Band to me still feels :|

QC: 3/3: p2, DennisEG, PK Gaming
GP: 1/1: The Dutch Plumberjack

dugtrio.gif


[OVERVIEW]

* Dugtrio is known best for its combination of Arena Trap, high Speed, and a passable Attack stat. This lets Dugtrio be an effective trapper in the OU tier.
* Dugtrio is flexible on a variety of teams ranging from hyper offense to the slow crawling stall teams.
* Access to other interesting moves such as Screech, Memento, and Stealth Rock helps increase Dugtrio's effectiveness as a support Pokemon.
* Though only seen on Tapu Bulu, Grassy Terrain can hamper Dugtrio's revenge killing capability, as it halves Earthquake's damage.
* Dugtrio's Speed is not as great as it used to be, as it is slower than Greninja, Pheromosa, Tapu Koko, Tornadus-T, Weavile, and Mega Alakazam.
* Dugtrio's durability is very poor. It can only switch into moves such as Seismic Toss and Thunderbolt, and priority moves such as Aqua Jet and Extreme Speed can OHKO Dugtrio lacking Focus Sash.

[SET]
name: Focus Sash Trapper
move 1: Earthquake
move 2: Reversal
move 3: Screech / Stone Edge
move 4: Memento / Stealth Rock / Toxic
item: Focus Sash
ability: Arena Trap
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
ivs: 20 HP

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

* Earthquake is mandatory on Dugtrio, as it is Dugtrio's best offensive option.
* Reversal, in tandem with Focus Sash to obtain maximum power, allows Dugtrio to overcome Chansey and Ferrothorn more easily.
* Screech cripples Chansey and other bulkier Pokemon such as Hippowdon.
* Stone Edge gives Dugtrio an option to severely hurt Volcarona and other Flying-types such as Mega Charizard Y.
* Memento lets Dugtrio gain momentum for its team by severely lowering the opponent's Attack and Special Attack stats.
* Stealth Rock is a viable option, as Dugtrio can sometimes find times to lay it out. This is great in situations against Choice Specs or Choice Scarf Magnezone locked into its STAB Electric-type moves.
* Toxic is an option to cripple Water-, Grass-, and Ground-types.
* Aerial Ace is an option if Buzzwole and Tapu Bulu are a major problem.

Set Details
========

* Maximum Speed with a Jolly nature allows Dugtrio to take full advantage of its Speed stat.
* Maximize Attack for maximum damage output.
* 20 HP IVs with 4 HP EVs invested guarantee maximum damage from Reversal after Chansey uses Seismic Toss on Dugtrio twice.
* A Hasty nature with 0 Def and 0 SpD IVs guarantees Dugtrio taking maximum damage to ensure a high Base Power on Reversal to be able to use Earthquake and have just enough health for a full-powered Reversal afterwards. The defensive optimization also helps Dugtrio kill Choice Scarf Ditto one-on-one if Focus Sash is still intact.
* Focus Sash is critical for using Reversal while also helping Dugtrio survive more than one attack.

Usage Tips
========

* Dugtrio should be used to trap grounded Pokemon such as Chansey, Heatran, Xurkitree, Nihilego, and Excadrill outside of sand.
* Defensive teams will appreciate that Dugtrio can capitalize on a lot of offensive Pokemon that are much slower than Dugtrio and are vulnerable to being trapped with Arena Trap. Trapping critical threats such as Hoopa-U, Magnezone, and Heatran makes stall's job of slowly wearing down the opposing team much easier.
* Eliminating entry hazards is crucial with this set, as Dugtrio needs to be at maximum health to use Focus Sash.
* Dugtrio's optimal time to be brought in is either during double switches, via a slower U-turn or Volt Switch, or as a revenge killer.
* Memento is a move that is more suited for offensive teams, though it can also be used on defensive teams to help lower a threat's Attack and Special Attack. Even though the move sacrifices Dugtrio, it helps keep momentum for Dugtrio's teammates.

Team Options
========

* Dugtrio's biggest teammates are those that can help Dugtrio remove entry hazards, weaken opposing Pokemon, or appreciate key Pokemon being trapped and KOed or crippled.
* Defog users such as Latios, Latias, and Tapu Fini can utilize Defog to eliminate entry hazards while obtaining assistance in removing problematic Pokemon such as Heatran and Xurkitree.
* Offensive Pokemon such as Tornadus-T and Serperior appreciate the removal of Heatran, Tyranitar, and Mega Metagross lacking Bullet Punch.
* Specially offensive Pokemon such as Mega Alakazam, Volcarona, Manaphy, and Tapu Koko enjoy Dugtrio taking care of defensive Pokemon such as Chansey.
* Defensive teams enjoy key offensive threats such as Hoopa-U, Magnezone, and Xurkitree being gone. Skarmory is a great teammate that can remove entry hazards or provide extra hazards with Spikes. Mega Sableye appreciates Dugtrio applying pressure to non-Choice Scarf Tapu Lele while being able to reflect entry hazards to keep Focus Sash intact.
* Pherosoma loves having Dugtrio as a partner, as the removal of Toxapex helps create more opportunities for it to sweep. Be sure that Toxpaex is worn down first, as Scald burns severely cut into Dugtrio's power and Earthquake is a shaky 2HKO.
* Volt Switch and U-turn users make great partners for Dugtrio, as they can assist Dugtrio in switching in. Magnezone, Rotom-W, and Scizor are great examples for this. Magnezone has the added benefit of trapping levitating Steel-types such as Celesteela and Skarmory.
* If Dugtrio is lacking Stealth Rock it is highly recommended to have it somewhere on the team. Landorus-T, Alolan Marowak, and Azelf are good options for this.
* Tapu Lele gets a mention for being able to clear Grassy Terrain as well as preventing Dugtrio from being threatened by priority attacks.

[SET]
name: Offensive Trapper
move 1: Earthquake
move 2: Stone Edge
move 3: Sucker Punch
move 4: Aerial Ace / Memento
item: Choice Band
ability: Arena Trap
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

* Earthquake is Dugtrio's main attack. Though many foes resist or are immune to it, it can be used on Pokemon Dugtrio is safely trapping.
* Stone Edge helps cover Dugtrio's incapability of hitting Flying-types with STAB Earthquake.
* Sucker Punch helps Dugtrio hit faster Pokemon such as Mega Alakazam and Pheromosa, which otherwise outspeed and OHKO it.
* Aerial Ace is Dugtrio's best option to hit Pokemon such as Buzzwole and Tapu Bulu.
* Due to Aerial Ace's underwhelming power, Memento is a solid option that gives Dugtrio's team momentum.

Set Details
========

* Dugtrio needs all the Speed and Attack it can get. Thus, a Jolly nature is highly recommended with maximum Attack and Speed EVs.
* Choice Band gives Dugtrio immediate power to reliably 2HKO threats. After Stealth Rock, Chansey and Toxapex are 2HKOed by Choice Band-boosted Earthquake.
* Life Orb gives Dugtrio a middle road ground approach that still boosts power while preserving the freedom of switching attacks at the cost of 10% health. Choice Band Earthquake is a liability against teams that pack levitating sweepers such as Gyarados and Charizard.
* Groundium Z gives Dugtrio access to Tectonic Rage. This ensures the majority of Toxapex are OHKOed after Stealth Rock damage and can also help close the gaps on KOes that items such as Choice Band or Soft Sand could miss.

Usage Tips
========

* Choice Band Dugtrio has a straightforward approach of using the appropriate move against the targeted threats. Be aware that Choice Band Dugtrio will often have to switch out after KOing an opposing Pokemon.
* The immediate power boost to Earthquake still gives this variation of Dugtrio enough power to 2HKO Toxapex in spite of potentially being burned after the first Earthquake by STAB Scald. It reliably OHKOes Magearna as well.
* Dugtrio should only switch in under circumstances such as a double switch, a slower Volt Switch / U-turn, or revenge killing.

Team Options
========

* Stealth Rock is a must to help Dugtrio secure as many KOs as possible when it comes in. Landorus-T, Garchomp, and Heatran can all help supply that.
* Bulky Ground-, Grass-, and Water-types are still a major issue for this set. Consider Pokemon that can beat a majority of these Pokemon with coverage moves such as Greninja can help with eliminating some of these problematic Pokemon.
* Defensive teams can provide extra support in helping Dugtrio snag critical KOs. Skarmory can help with Spikes while Mega Sableye can bounce entry hazards back at the opponent.
* Depending on what Pokemon Dugtrio is removing for its team, many Pokemon can benefit from it. Removing Toxapex makes it easier for Keldeo, Manaphy, and Pheromosa to overwhelm the opponent. Furthermore, removing Heatran can make life easier for Volcarona.
* Life Orb comes with the issue of leaving Dugtrio worn down more easily if Stealth Rock is on its side of the field. Consider Defog Pokemon such as Latios, Latias, and Mantine to help with this issue.
* Volt Switch and U-turn support helps Dugtrio switch in more easily. Magnezone, Scizor, and Rotom-W are good for this utility.
* Tapu Lele gets a mention for being able to clear Grassy Terrain as well as preventing Dugtrio from being threatened by priority attacks.

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

* Pursuit can trap Gengar—this has a little bit more viability this generation, since Gengar is now prone to STAB Earthquake.
* Darkium Z is a possible item on the second set to use Z-Memento, which not only cripples the opposing Pokemon but also will give Dugtrio's replacement full health.
* Expert Belt is good for keeping Dugtrio a little healthier, though it requires the moves to hit for super effective damage. As an added bonus, it can bluff Choice Band.
* Choice Scarf can let Dugtrio revenge kill some Pokemon such as Pheromosa without a Speed boost from Beast Boost and Tapu Koko. In most cases it isn't recommended, though.

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

**Non-Grounded Pokemon and Ghost-type Pokemon**: Flying-types, Levitate users, and Ghost-types are all immune to Arena Trap. This prevents Dugtrio from effectively trapping Pokemon such as Gengar, Alola Marowak, Tornadus-T, and Latios. Flying-types and Levitate users are exceptional, since they are immune to STAB Earthquake.

**Physically Bulky Pokemon**: Skarmory, Celesteela, Gliscor, Landorus-T, Tapu Bulu, and Garchomp can survive an Earthquake. If Focus Sash is broken, they can easily KO Dugtrio.

**Bulky Water-types**: Mantine, Pelipper, Manaphy, Suicune, and Rotom-W fear very little from Dugtrio outside of Toxic and, in Manaphy and Suicune's case, Memento. Scald gets an honorable mention for being able to possibly burn Dugtrio and bypass Focus Sash.

**Grass-types**: Mega Venusaur, Amoonguss, Tapu Bulu, and Tangrowth resist STAB Earthquake from Dugtrio while being able to threaten Dugtrio to switch out. Mega Venusaur and Amoonguss are both immune to Toxic, while Tapu Bulu halves Earthquake's Base Power thanks to Grassy Terrain. To add insult to injury, Leech Seed can be used to bypass Focus Sash.

**Priority Users**: Scizor, Bisharp, Mega Metagross, Mamoswine, and Azumarill can threaten to bypass Dugtrio's Speed stat with their access to priority attacks.
 
Last edited:
3 things to mention here, all about the Sash set:

a) While you're right that 28 HP IVs still give you a max Reversal after 2 Seismic Tosses vs Chansey, you still have "too much" HP against several other things. Especially if you resist a hit, you might not get into 200BP range. I'd advice to either lower the HP IVs to 21, or lower the HP IVs to 20 and add the surplus 4 EVs in HP too. Both will leave you with 201 HP, which does the same against Chansey, but guarantees being brought down to Sash vs most other things you want to trap.

b) For the same reason (wanting to be brought down to Sash), you should also run 0 Def IVs as well as a Hasty nature (over Jolly). This has the additional benefit that if someone uses Ditto against you, you are GUARANTEED to win the 1v1 as long as your Sash is still intact.

c) While you want to reduce your Def to as low as possible, there is an important SpD breakpoint to hit. With no EVs in SpD and a nature that doesn't touch your SpD either, you want 27 SpD IVs. This will guarantee that you live against Heatran's Lava Plume if it BURNS you. And since Heatran is often one of the most important Pokemon you want to trap as Dugtrio, this is insanely important.

Apart from that, good job!
 
I think what I'll do is 20 HP IVs with the Hasty nature (putting the 4 in HP). Though it's minor it makes the Ditto scenario a smidgeon more in Dugtrio's favor. Also will do the 27 SpD IVs.

Thanks, that's really damn cool.
 
I think what I'll do is 20 HP IVs with the Hasty nature (putting the 4 in HP). Though it's minor it makes the Ditto scenario a smidgeon more in Dugtrio's favor. Also will do the 27 SpD IVs.

Thanks, that's really damn cool.

np, glad I could help :) All credit goes to Googly though, I learned about the IV tricks in one of his RMT's quite a while ago :P
 
np, glad I could help :) All credit goes to Googly though, I learned about the IV tricks in one of his RMT's quite a while ago :P
Actually there's something I need to ask:

Does the burn effect come from Generation 6 or Generation 7? This is critical because burn damage is halved this generation. Basically just making sure that the SpD IVs will actually do what is intended.

EDIT: Nvm. Found the RMT. We good we good.
 
Last edited:
Actually there's something I need to ask:

Does the burn effect come from Generation 6 or Generation 7? This is critical because burn damage is halved this generation. Basically just making sure that the SpD IVs will actually do what is intended.

EDIT: Nvm. Found the RMT. We good we good.

RIP, I saw this just now, sorry :/

But yeah, it was taking Gen 6 Burns into account, not gen7. Good thing you found it already though :)
 
RIP, I saw this just now, sorry :/

But yeah, it was taking Gen 6 Burns into account, not gen7. Good thing you found it already though :)
Yeah I might have to do some calculations on the side for this one. The burn nerf kind of screws up the optimizing of the SpD IVs.
 
Yeah I might have to do some calculations on the side for this one. The burn nerf kind of screws up the optimizing of the SpD IVs.

I just ran them through the calculator. Assuming the utility Heatran set stays the same as it was in Gen6, it looks like this:

Unmodified SpD IVs (31):

0 SpA Heatran Lava Plume vs. 4 HP / 0 SpD Dugtrio: 109-129 (54.2 - 64.1%) -- guaranteed 2HKO

Burn takes 1/16 of the MAXIMUM HP off a Pokemon. 1/16 are 12,5625, or 6,25% of 201 HP (20 IVs, 4 EVs)

Running 0 SpD IVs would still easily let you live a Plume, even with the Burn

0 SpA Heatran Lava Plume vs. 4 HP / 0 SpD Dugtrio: 132-156 (65.6 - 77.6%) -- guaranteed 2HKO

BUT:

The problem is, in the worst case scenario of you getting burned, you will fail to OHKO with both EQ and Reversal, even if you're down to 1 HP :/

252 Atk burned Dugtrio Earthquake vs. 248 HP / 0 Def Heatran: 194-230 (50.3 - 59.7%) -- guaranteed 2HKO

252 Atk burned Dugtrio Reversal (200 BP) vs. 248 HP / 0 Def Heatran: 173-204 (44.9 - 52.9%) -- 26.6% chance to 2HKO

And without actually INVESTING in SpD, you will never live two Plumes + Burn, meaning that if you hard-switch Duggy into a Heatran Lava Plume... our whole discussion would be kinda pointless right now x)

And if you bring it in via Baton Pass, U-Turn, Volt Switch, doubling, etc., you outspeed and OHKO it with EQ anyways:

252 Atk Dugtrio Earthquake vs. 248 HP / 0 Def Heatran: 388-460 (100.7 - 119.4%) -- guaranteed OHKO

So I'd say you can safely reduce the SpD IVs of Duggy to 0, just to make sure you actually get brought into Sash Range by other special attacks

Edit: Since even with 0 SpD IVs you STILL don't die to a plume + burn, this will also let you AT LEAST put a dent in Heatran, if you really have no other choice than to risk the hardswitch and suffer from worst case scenario
 
Last edited:
I don't like reducing defensive IVs on Dugtrio personally, namely because it's more consistent at trapping if its bulk is as high as possible. I think just going with 27 HP and shifting the HP EVs into SpD (hits the Chansey benchmark without making HP divisible by 4) while maxing out the rest is fine just 'cause it maximises the chance that you can take weak hits even if SR or whatever is up rather than faffing around with Lava Plume burn benchmarks and other random stuff that just reduces consistency in other areas. If people want to mess around with frailer spreads they can, but I don't personally think they usually achieve much beyond making Duggy less consistent.
 
Trapping is all fun and stuff, but you also need to kill stuff. And since not everything dies to EQ, the thing you want consistency in IS getting Duggy to 1HP for max Reversals, no? :P
 
Trapping is all fun and stuff, but you also need to kill stuff. And since not everything dies to EQ, the thing you want consistency in IS getting Duggy to 1HP for max Reversals, no? :P
I find myself clicking EQ a lot more than I do reversal, and what's nice is not being overly reliant on your sash to trap stuff that use weak attacks. I think that given this is meant to act kinda like a beginners guide to the Pokémon it is better to list the easier-to-use spread with other stuff like IV benchmarks in set details, which in this case is the max def/SpD IV one. Also Dugtrio doesn't even need to be at 1 HP to have a max power reversal; anything from 8 downwards is still 200 BP while still securing a respectable 150 BP (the same as STAB EQ) from 21 downwards, meaning that it is still very, very consistent at trapping stuff, and it means that you can trap stuff like Clefable (w/ Screech) much more consistently, and to keep with the Heatran example from before (0 SpA Heatran Lava Plume vs. 0 HP / 0 SpD (21 HP / 0 SpD IVs) Dugtrio: 177-208 (88 - 103.4%) -- 62.5% chance to OHKO after Stealth Rock; 0 SpA Heatran Lava Plume vs. 0 HP / 0 SpD Dugtrio (27 HP / 31 SpD IVs): 145-172 (70 - 83%) -- guaranteed 2HKO after Stealth Rock) which means that if you are in a pinch it is actually able to bank on not being burned, or in a scenario where Heatran is weakened past just below 70% you can always net the kill even if you do burn--allowing you to use Memento or whatever on the following turn to get something else in and to stop Duggy being used as setup bait.
 
What about groundium Z? It allows you to ohko Toxapex and beat chansey much easier. Seems like a legitimate option for rain teams so Kingdra or Ludicolo can clean up.

252 Atk Dugtrio Tectonic Rage vs. -2 0 HP / 252+ Def Eviolite Chansey: 655-772 (102.1 - 120.4%) -- guaranteed OHKO (after screech)
252 Atk Dugtrio Tectonic Rage vs. -2 252 HP / 252+ Def Eviolite Chansey: 655-772 (93 - 109.6%) -- 56.3% chance to OHKO (after screech)
252 Atk Dugtrio Tectonic Rage vs. 252 HP / 252+ Def Toxapex: 264-312 (86.8 - 102.6%) -- 93.8% chance to OHKO after Stealth Rock
 
I find myself clicking EQ a lot more than I do reversal, and what's nice is not being overly reliant on your sash to trap stuff that use weak attacks. I think that given this is meant to act kinda like a beginners guide to the Pokémon it is better to list the easier-to-use spread with other stuff like IV benchmarks in set details, which in this case is the max def/SpD IV one. Also Dugtrio doesn't even need to be at 1 HP to have a max power reversal; anything from 8 downwards is still 200 BP while still securing a respectable 150 BP (the same as STAB EQ) from 21 downwards, meaning that it is still very, very consistent at trapping stuff, and it means that you can trap stuff like Clefable (w/ Screech) much more consistently, and to keep with the Heatran example from before (0 SpA Heatran Lava Plume vs. 0 HP / 0 SpD (21 HP / 0 SpD IVs) Dugtrio: 177-208 (88 - 103.4%) -- 62.5% chance to OHKO after Stealth Rock; 0 SpA Heatran Lava Plume vs. 0 HP / 0 SpD Dugtrio (27 HP / 31 SpD IVs): 145-172 (70 - 83%) -- guaranteed 2HKO after Stealth Rock) which means that if you are in a pinch it is actually able to bank on not being burned, or in a scenario where Heatran is weakened past just below 70% you can always net the kill even if you do burn--allowing you to use Memento or whatever on the following turn to get something else in and to stop Duggy being used as setup bait.

I mean you're right with everything you say, but isn't the real question if you're going for all of that: Do you even need Sash then? Might as well be CB then, or Groundium Z if you don't wanna get locked?

But I agree that IV shenanigans are maybe too much for an analysis that is aimed towards beginners

What about groundium Z? It allows you to ohko Toxapex and beat chansey much easier. Seems like a legitimate option for rain teams so Kingdra or Ludicolo can clean up.

252 Atk Dugtrio Tectonic Rage vs. -2 0 HP / 252+ Def Eviolite Chansey: 655-772 (102.1 - 120.4%) -- guaranteed OHKO (after screech)
252 Atk Dugtrio Tectonic Rage vs. -2 252 HP / 252+ Def Eviolite Chansey: 655-772 (93 - 109.6%) -- 56.3% chance to OHKO (after screech)
252 Atk Dugtrio Tectonic Rage vs. 252 HP / 252+ Def Toxapex: 264-312 (86.8 - 102.6%) -- 93.8% chance to OHKO after Stealth Rock

Screech lets you cleanly OHKO Chansey with Reversal, better option imo
 
I mean you're right with everything you say, but isn't the real question if you're going for all of that: Do you even need Sash then? Might as well be CB then, or Groundium Z if you don't wanna get locked?
Sash means that you still have a buffer vs. strong attackers, it's just that being able to take the weaker attacks after rocks or whatever just gives it a lot more breathing room if you can't keep rocks off of the field.
 
Sash means that you still have a buffer vs. strong attackers, it's just that being able to take the weaker attacks after rocks or whatever just gives it a lot more breathing room if you can't keep rocks off of the field.
To be blunt considering Dugtrio's poor defenses already it might take some marginal hits at best from some of the Walls but that's about all I can think of. One of the few things was if using Bulkier Mega Scizor's Bullet Punch.

The only other exception is in a situation with Toxapex (a very bad situation), though this one would be to prevent a OHKO after Stealth Rock. If you're burned vs Toxapex you're screwed damage-wise.

0 SpA Toxapex Scald vs. 0 HP / 4 SpD Dugtrio: 138-164 (68.6 - 81.5%) -- guaranteed 2HKO
0 SpA Toxapex Scald vs. 0 HP / 4 SpD Dugtrio: 168-200 (83.5 - 99.5%) -- 31.3% chance to OHKO after Stealth Rock

Base reference for Dugtrio vs Toxapex:

252 Atk Dugtrio Earthquake vs. 252 HP / 252+ Def Toxapex: 146-174 (48 - 57.2%) -- guaranteed 2HKO after Stealth Rock

Finally a use for Baneful Bunker.

Adding to what NVT_Sart said above with Groundium-Z you only really secure OHKOes otherwise (and Screech + Reversal is taking care of one of those situations you presented, leaving only Toxapex). The only other one I can maybe add is Calm Clefable.

I'll let QC decide on the IVs (I think complexity is, frankly, irrelevant), but I will not object if they request them to be taken off.
 
i dont like cb but its up to the others whether it can stay or not

  • Reversal with the combination of Focus Sash allows Dugtrio to obtain maximum power with Reversal - this allows Dugtrio to overcome Chansey, Heatran, and Ferrothorn easier.
:x

  • Stealth Rock is a viable option as Dugtrio can sometimes find times to lay out Stealth Rock. This is great in situations against Scarf Xurkitree or Specs Magneton locked onto their STAB Electric-type moves.
small thing here, zone > ton

mention with 27 spd ivs that its specifically optimized for reversal because this confused me

1/3
 
I've played with Choice Band Dugtrio, and I greatly disliked it. Most of the important 2HKO's that the LO set gets are still 2HKO's for band, and Dugtrio is easily exploitable setup fodder when run with a choice item. Moreover, Band is also in the weird position of needing more prior damage to trap stuff than the Groundium Z set, so it's not even the most reliable trapper. I'd personally sooner run a Choice Scarf set (traps Tapu Koko and unboosted Pheromosa) than Choice Band in the current meta.

In my opinion, Groundium Z is Dugtrio's best item in this meta since it traps everything the LO and Band set can, but without the downsides. Removing Toxapex was the initial draw that made me run the set, but after playing with it I've found that's just the tip of the iceberg. Dugtrio's Tectonic Rage can be used to remove a wide range of threats that aren't even weak to ground-type moves with less prior damage than any other set requires. You still get all the same OHKO's as Choice Band, but without the downside of being choice-locked afterwards.

The loss of power after your initial attack is not actually a big deal, since Dugtrio has already done his job. I usually know at team preview exactly which threat I'm saving Groundium Z for, and with volt-turn support I can usually line it up. Requiring less prior damage to remove your primary threat is well worth the loss of power afterwards. The biggest downside of the Groundium Z set is the opportunity cost, so it won't fit on every team, but for teams like mine that don't have any other candidates to run a Z-move it's just plain better than LO or CB.
 
Last edited:
p2 Colonel M
I just realized I am actually an idiot. I used the nugget bridge calculator when doing the Duggy vs Heatran calcs, and it automatically set itself to doubles, so the calcs are wrong...

These are the updated ones:

a) 31 SpD IVs

0 SpA Heatran Lava Plume vs. 4 HP / 0 SpD Dugtrio: 145-172 (72.1 - 85.5%) -- guaranteed 2HKO

b) 0 SpD IVs

0 SpA Heatran Lava Plume vs. 4 HP / 0 SpD Dugtrio: 177-208 (88 - 103.4%) -- 25% chance to OHKO

c) 16 SpD IVs

0 SpA Heatran Lava Plume vs. 4 HP / 0 SpD Dugtrio: 159-187 (79.1 - 93%) -- guaranteed 2HKO

d) 17 SpD IVs

0 SpA Heatran Lava Plume vs. 4 HP / 0 SpD Dugtrio: 157-186 (78.1 - 92.5%) -- guaranteed 2HKO

---

So after those calcs, and assuming a worst case scenario (max roll + burn), 16 SpD IVs would be the ABSOLUTE MINIMUM you need to still live after a 6,25% burn. Sinc that adds up to 99,25% though, and I'm not sure if you can trust Showdown to not round wrongly, I'd suggest going for the safer 17 SpD IVs, which will result in 92,5+6,25=98,75%.

My apologies for that initial fuck up -.- no idea what I was thinking
 
Thanks for the check p2. Also thank you NVT_Sart for the hard work on double checking the Heatran SpD IVs. Those have been implemented.

I will go ahead and reason more with Groundinium-Z on the second set. I won't lie - Choice Band is pretty iffy when you consider many Pokemon can take advantage of Dugtrio locked onto Earthquake or a less-than-stellar attack such as Sucker Punch. Since Dugtrio's go-to attack is usually Earthquake anyway it is worth me re-looking into this a bit more and finding out if there's some significant differences (I mean even helping when a mon is weakened by 20% and it securing a kill is worthwhile). Life Orb is worn out a bit easier but it's "okay". Nothing spectacular like the first set, but not as hellbent reliant on keeping Focus Sash intact level of a pain.
 
You might wanna add tapu koko to the list of pokemon that outspeed duggy. Also Choice scarf can outspeed +1 zard x and now (with the Atk Buff) ohko it so thats pretty cool
 
Made changes. Thanks.

After some testing I think the result on the second set is...

...depends on your team composition.

- Choice Band feels a lot safer on bulkier teams - basically your standard or bulky offensive teams that can respond to Pokemon that Dugtrio may accidentally draw in with the Choice Band (i.e. Flying-types).
- Life Orb I feel, though, is the one that's a bit safer to play in practice. In most cases you won't miss the extra power on Choice Band too much, though I believe someone (Little Lucario) did notice Choice Band has a much more consistent time 2HKOing Defensive Toxapex.
- I am rather convinced, though, that Groundium-Z is good enough to be mentioned in Moves and not in Other Options. As mentioned by a few people above the Tectonic Rage gives Dugtrio power to nuke through some of the problematic Pokemon while not being as reliant on having entry hazards removed. It's an interesting compromise between Life Orb and Choice Band - Choice Band rocks power but lacks potential to switch between moves. Life Orb sometimes can miss some Pokemon that are a little too healthy and wears itself out if it switch in and out a little too much. This also creates situations where some may trade off Groundium-Z for Darkinium-Z (Z-Memento is bullocks if used properly).
- I'm rather torn, but I would prefer personally to have Life Orb first on the set. If anyone does object within QC, you are more than free to do so.

Ultimately, though:

- Focus Sash set is by far the best for Dugtrio. The sash ensures many situations where Dugtrio might miss a KO can snag it again while being able to wear and tear Pokemon in the process. It fulfills being a Pokemon with a supportive role well.

From here on out we should be good for QC checks. I don't think many additional changes need to be made.
 
In the Overview, i'd mention that Dugtrio is particularly terrifying on Stall teams for its ability to trap and remove anti-stall threats like CB Tyranitar, Heatran and CB Hoopa.

To follow up on that, in the Usage Tips section should mention that stall players need to play incredibly conservative with Dugtrio, ie: only switching it into an immunity or after a KO in order to consistently to trap stallbreakers, since doing so often leads to a win. In the team options sections, Eject button Toxapex is a good, but gimmicky way of guaranteeing their removal. Once Dugtrio's job is done it's an easy sac.

The sash set should use a standard spread with Jolly and with 28 HP IVs, because lowering its defensive stats will prevent it from being able to take on priority moves such as Bullet Punch from Mega Metagross after rocks, not to mention putting it at a higher chance risk of being of being OHKOed by Toxapex after rocks. Honestly, I think we could do without IV lowering beyond HP since the benefit is super minor (Ditto is incredibly niche) and it adds a needless barrier of entry for ingame players.

Choice Band should definitely be removed from the Offensive set since it's far too abusable and not really worth it. GroundiumZ should be the main slash since it lets Dugtrio trap and murder everything. Seriously, you can OHKO Hoopa, OHKO Genesect after rocks, do like (53.4 - 63%) to Tapu Fini, etc. It's amazing.

In the Checks and Counters section, mention that many of the physically bulky Pokemon can use Dugtrio as set up fodder.
 
You should remove the mention of Endure/Custap from OO since Custap Berry is currently unreleased.

The usage tips for Memento feel a little anemic. Knowing when and how to use Memento isn't particularly intuitive and given that it's a primary slash on the first set I think you could expand on it a bit- what are good targets for Memento, what teammates make good use of this support. You could perhaps mention saving Dugtrio so that you have the potential to use it to Memento lategame.

(I also find it strange that you go into more detail on Memento on the second set, which doesn't have Memento as a primary slash, compared to the first which does- maybe a remnant from before you changed the sets?)
 
I actually have to do more with Dugtrio than initially thought, because Stall teams with Dugtrio are growing in popularity and the analysis REALLY should reflect that.
 
Back
Top