GMars
It's ya boy GEEEEEEEEMARS
[OVERVIEW]
Ditto's unique ability, Imposter, allows it to transform into the opposing Pokemon upon switching in, copying the Pokemon's non-HP stats and any boosts it might have. Along with dissuading setup, this allows Ditto to become one of the most effective revenge killers in the tier. When holding a Choice Scarf, Ditto will always be faster than its foe unless said foe is also holding a Choice Scarf. As such, Ditto has an excellent matchup versus offensive teams, but it struggles against defensive Pokemon, though it can copy cleric Pokemon or hazard removers to support its team. In addition to a weakness to defensive Pokemon, Ditto does not copy the foe's HP stat upon transformation and often lacks the bulk required to switch into opposing Pokemon directly, so it requires a slow U-turn, a slow Volt Switch, or a fainted Pokemon to be able to come in safely. Finally, Imposter cannot trigger against Pokemon behind a Substitute, leaving Ditto's team vulnerable to Substitute setup sweepers.
[SET]
name: Revenge Killer
move 1: Transform
move 2:
move 3:
move 4:
item: Choice Scarf
ability: Imposter
nature: Relaxed
evs: 252 HP / 4 Atk / 252 Def
ivs: 30 HP / 30 Atk / 30 Def / 30 SpD / 0 Spe
[SET COMMENTS]
Moves
========
Transform is the only move Ditto can learn. In the event that Imposter fails, Ditto will likely be KOed or used as further setup fodder. Thus, Transform will see little use, but it is required for the set to be valid.
Set Details
========
Imposter causes Ditto to transform into the opposing Pokemon immediately upon switching in. Choice Scarf is used to let Ditto outspeed its foe unless it is also holding a Choice Scarf. A Choice Scarf is a necessity, as if Ditto were to hold another item, it would be forced into a Speed tie against any Pokemon it transformed into. As Ditto copies most of the stats of its foe, the main purpose of Ditto's IVs is determining its HP stat and what type of Hidden Power it will have. The above IV spread will give Ditto Hidden Power Ground for when it transforms into a Geomancy Xerneas. To maximize bulk, 252 HP EVs are used, as HP is the only stat Ditto does not copy when it is transformed. In conjunction with 30 HP IVs, this gives Ditto an odd number of HP, minimizing the damage it takes from Struggle. The rest of Ditto's EVs go into optimizing the very rare case where two Ditto are sent in on each other. The faster Ditto will transform and have its PP reduced to 5, while the slower Ditto will not transform. Thus, the faster Ditto will be the first to use Struggle and therefore get KOed. A Relaxed nature reduces Speed and maximizes Defense to minimize damage from an opposing Struggle. 0 Speed IVs are used to ensure Ditto is as slow as possible.
Usage Tips
========
Avoid switching Ditto directly into opposing Pokemon. They can use the turn to deal heavy damage to Ditto or set up and force a Speed tie or otherwise outspeed Ditto. Bring Ditto in through slow pivot moves like Volt Switch and U-turn or after a fainted teammate. Ditto can also be used to scout for movesets, gaining information on the opponent's team to help Ditto's teammates. Against defensive or stall teams, Ditto can transform into clerics to use recovery or status-curing moves. Ditto also has the potential to win PP wars when paired with a Regenerator teammate, as repeated transformations can give it infinite PP. If Ditto is hit by Knock Off against stall teams, it will then have a total of 20 PP each time it comes in, allowing it to PP stall much more effectively. Ditto can also transform into hazard setters or removers, depending on what Ditto's team needs at the time. Be careful not to let Ditto faint early, or the opposing team will be free to set up.
Team Options
========
Ditto fits best on hyper offense teams that are otherwise weak to setup sweepers. Hyper offense staples such as Xerneas, Extreme Killer Arceus, and Deoxys-S are thus good partners. Pokemon that can handle Calm Mind users like Arceus are necessary. Since Ditto fits best on hyper offense teams, Calm Mind Arceus formes are best handled by physically offensive teammates like Mega Lucario and Primal Groudon or by powerful special attackers such as Xerneas, which can overwhelm them. Ditto struggles versus defensive Pokemon; thus, wallbreakers like Mega Lucario, Ho-Oh, and Zekrom as well as stallbreakers such as Mega Gengar and Z-Geomancy Xerneas are appreciated. Regenerator users like Ho-Oh can be useful to help Ditto PP stall defensive teams. Entry hazards help Ditto sweep opposing teams and can put defensive Pokemon in KO range of Ditto's attacks. Primal Groundon can reliably set Stealth Rock, while Deoxys-S can set both Spikes and Stealth Rock.
[STRATEGY COMMENTS]
Other Options
=============
An IV spread of 30 HP / 30 Atk / 30 SpD / 0 Spe will give Ditto Hidden Power Rock, allowing it to break past Ho-Oh if transformed into a Geomancy Xerneas. However, Hidden Power Ground is typically preferred coverage. Other IV spreads can be run to suit Ditto's team. Ditto could use an item other than Choice Scarf to help its matchup against defensive Pokemon, but this causes it to lose out on its key niche of revenge killing.
Checks and Counters
===================
**Substitute**: If the opposing Pokemon is behind a Substitute, Ditto will be unable to transform and can be used as setup fodder or otherwise KOed.
**Calm Mind Users**: As Ditto will be locked into a move upon transforming, Calm Mind users can continue to set up on Ditto, wear it down with attacks, or otherwise stall it out with recovery, also knocking out one or two of Ditto's teammates when it is forced to switch out to restore PP. Calm Mind variants of Arceus are particularly effective, as Ditto does not copy Judgement's typing.
**Defensive Pokemon**: Pokemon with recovery, like support Arceus, Lugia, and Zygarde-C, can check Ditto, as it will be locked into a 5-PP move and vulnerable to attacks or status in return.
**Choice Scarf Users**: If Ditto transforms into a Choice Scarf user, it will be forced into a Speed tie. Additionally, faster Choice Scarf users have the potential to revenge kill Ditto.
**Entry Hazards**: Ditto is affected by entry hazards before it transforms. While this means that Sticky Web's Speed reduction is nullified by Imposter, it also means that Stealth Rock, Spikes, and Toxic Spikes wear Ditto down over the course of a match, putting it in KO range of priority moves.
**Opposing Ditto**: Ditto cannot transform into an already transformed Pokemon. Thus, Ditto cannot revenge kill opposing Ditto.
Ditto's unique ability, Imposter, allows it to transform into the opposing Pokemon upon switching in, copying the Pokemon's non-HP stats and any boosts it might have. Along with dissuading setup, this allows Ditto to become one of the most effective revenge killers in the tier. When holding a Choice Scarf, Ditto will always be faster than its foe unless said foe is also holding a Choice Scarf. As such, Ditto has an excellent matchup versus offensive teams, but it struggles against defensive Pokemon, though it can copy cleric Pokemon or hazard removers to support its team. In addition to a weakness to defensive Pokemon, Ditto does not copy the foe's HP stat upon transformation and often lacks the bulk required to switch into opposing Pokemon directly, so it requires a slow U-turn, a slow Volt Switch, or a fainted Pokemon to be able to come in safely. Finally, Imposter cannot trigger against Pokemon behind a Substitute, leaving Ditto's team vulnerable to Substitute setup sweepers.
[SET]
name: Revenge Killer
move 1: Transform
move 2:
move 3:
move 4:
item: Choice Scarf
ability: Imposter
nature: Relaxed
evs: 252 HP / 4 Atk / 252 Def
ivs: 30 HP / 30 Atk / 30 Def / 30 SpD / 0 Spe
[SET COMMENTS]
Moves
========
Transform is the only move Ditto can learn. In the event that Imposter fails, Ditto will likely be KOed or used as further setup fodder. Thus, Transform will see little use, but it is required for the set to be valid.
Set Details
========
Imposter causes Ditto to transform into the opposing Pokemon immediately upon switching in. Choice Scarf is used to let Ditto outspeed its foe unless it is also holding a Choice Scarf. A Choice Scarf is a necessity, as if Ditto were to hold another item, it would be forced into a Speed tie against any Pokemon it transformed into. As Ditto copies most of the stats of its foe, the main purpose of Ditto's IVs is determining its HP stat and what type of Hidden Power it will have. The above IV spread will give Ditto Hidden Power Ground for when it transforms into a Geomancy Xerneas. To maximize bulk, 252 HP EVs are used, as HP is the only stat Ditto does not copy when it is transformed. In conjunction with 30 HP IVs, this gives Ditto an odd number of HP, minimizing the damage it takes from Struggle. The rest of Ditto's EVs go into optimizing the very rare case where two Ditto are sent in on each other. The faster Ditto will transform and have its PP reduced to 5, while the slower Ditto will not transform. Thus, the faster Ditto will be the first to use Struggle and therefore get KOed. A Relaxed nature reduces Speed and maximizes Defense to minimize damage from an opposing Struggle. 0 Speed IVs are used to ensure Ditto is as slow as possible.
Usage Tips
========
Avoid switching Ditto directly into opposing Pokemon. They can use the turn to deal heavy damage to Ditto or set up and force a Speed tie or otherwise outspeed Ditto. Bring Ditto in through slow pivot moves like Volt Switch and U-turn or after a fainted teammate. Ditto can also be used to scout for movesets, gaining information on the opponent's team to help Ditto's teammates. Against defensive or stall teams, Ditto can transform into clerics to use recovery or status-curing moves. Ditto also has the potential to win PP wars when paired with a Regenerator teammate, as repeated transformations can give it infinite PP. If Ditto is hit by Knock Off against stall teams, it will then have a total of 20 PP each time it comes in, allowing it to PP stall much more effectively. Ditto can also transform into hazard setters or removers, depending on what Ditto's team needs at the time. Be careful not to let Ditto faint early, or the opposing team will be free to set up.
Team Options
========
Ditto fits best on hyper offense teams that are otherwise weak to setup sweepers. Hyper offense staples such as Xerneas, Extreme Killer Arceus, and Deoxys-S are thus good partners. Pokemon that can handle Calm Mind users like Arceus are necessary. Since Ditto fits best on hyper offense teams, Calm Mind Arceus formes are best handled by physically offensive teammates like Mega Lucario and Primal Groudon or by powerful special attackers such as Xerneas, which can overwhelm them. Ditto struggles versus defensive Pokemon; thus, wallbreakers like Mega Lucario, Ho-Oh, and Zekrom as well as stallbreakers such as Mega Gengar and Z-Geomancy Xerneas are appreciated. Regenerator users like Ho-Oh can be useful to help Ditto PP stall defensive teams. Entry hazards help Ditto sweep opposing teams and can put defensive Pokemon in KO range of Ditto's attacks. Primal Groundon can reliably set Stealth Rock, while Deoxys-S can set both Spikes and Stealth Rock.
[STRATEGY COMMENTS]
Other Options
=============
An IV spread of 30 HP / 30 Atk / 30 SpD / 0 Spe will give Ditto Hidden Power Rock, allowing it to break past Ho-Oh if transformed into a Geomancy Xerneas. However, Hidden Power Ground is typically preferred coverage. Other IV spreads can be run to suit Ditto's team. Ditto could use an item other than Choice Scarf to help its matchup against defensive Pokemon, but this causes it to lose out on its key niche of revenge killing.
Checks and Counters
===================
**Substitute**: If the opposing Pokemon is behind a Substitute, Ditto will be unable to transform and can be used as setup fodder or otherwise KOed.
**Calm Mind Users**: As Ditto will be locked into a move upon transforming, Calm Mind users can continue to set up on Ditto, wear it down with attacks, or otherwise stall it out with recovery, also knocking out one or two of Ditto's teammates when it is forced to switch out to restore PP. Calm Mind variants of Arceus are particularly effective, as Ditto does not copy Judgement's typing.
**Defensive Pokemon**: Pokemon with recovery, like support Arceus, Lugia, and Zygarde-C, can check Ditto, as it will be locked into a 5-PP move and vulnerable to attacks or status in return.
**Choice Scarf Users**: If Ditto transforms into a Choice Scarf user, it will be forced into a Speed tie. Additionally, faster Choice Scarf users have the potential to revenge kill Ditto.
**Entry Hazards**: Ditto is affected by entry hazards before it transforms. While this means that Sticky Web's Speed reduction is nullified by Imposter, it also means that Stealth Rock, Spikes, and Toxic Spikes wear Ditto down over the course of a match, putting it in KO range of priority moves.
**Opposing Ditto**: Ditto cannot transform into an already transformed Pokemon. Thus, Ditto cannot revenge kill opposing Ditto.
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