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No. 0050 C
Diglett

Diglett

Type
Ground
Region
Kanto · 1ª generation
Rarity
Common
Attack side
Physical
As an enemy
Chaser
Recommended build C
  1. Start with this move Magnitude → Drill Run
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Bonemerang → Bone Rush
  4. Bond 3: add to the group Body Slam → Giga Impact

Group damage 7,791/s (2,803 without the buff)

Estimate from the game’s formulas, not from matches. How we calculate

Recommended build

Bonds only come from winning a rift arena (1 per win). Fused moves fire together, each on its own cooldown, so the group’s damage is the sum.

  1. Start with this move Magnitude → Drill Run Quake · evolves with Power
  2. 1st bond: fuse with move 1 Swords Dance Buff · Deals no damage: builds (physical) ATTACK while active.
  3. Bond 2: add to the group Bonemerang → Bone Rush Boomerang · evolves with Power
  4. Bond 3: add to the group Body Slam → Giga Impact Melee · evolves with Power

Group damage 7,791/s (2,803 without the buff)

Estimated damage per second against a horde, with every move evolved and the buff fully stacked. How we calculate

  • Buff in group
  • −25% damage taken (melee)

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Armor up to 9
  4. Synthesis the rest

Item

Choice Band — ×1.4 damage but locks the active slot. Take it once the group is built (or always fuse into the active slot).

Focus Sash — the only protection against Arceus’ hits (1 extra life every 60 s).

Variant for after minute 30

In Arceus’ Judgment, legendaries double their HP and damage every 5 s. Slow, stun, pull and poison beat raw damage.

  1. Start with this move Magnitude → Drill Run
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Sand Tomb → High Horsepower
  • Buff in group
  • −25% damage taken (melee)
  • Pulls enemies

For team play

In a group, buffs and healing are yours only, but poison, slow and burn on enemies are shared and turn on anyone’s Hex.

  1. Start with this move Magnitude → Drill Run
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Sand Tomb → High Horsepower
  • Buff in group
  • −25% damage taken (melee)
  • Pulls enemies

Moves it can learn

Estimated damage per second against a horde, with this Pokémon’s multiplier applied.

MovesTypeCategoryShapePower Nv1Nv5Evolution
Magnitude Ground Physical Quake 169 545 1,275Power
Bonemerang Ground Physical Boomerang 53 320 768Power
Spikes Ground Physical Mine 36 208 767Power
Body Slam Normal Physical Melee 57 277 759Power
Sand Tomb Ground Physical Vortex 70 296 743Vigor
Tackle Normal Physical Melee 44 245 672Vigor
Quick Attack Normal Physical Dash 67 279 662Sprint
Hyper Beam Normal Special Charge 120 357 643Power
Bulldoze Ground Physical Aura 68 352 633Power
Rapid Spin Normal Physical Spin 45 200 581Sprint
Hyper Voice Normal Special Nova 40 175 458Reflexes
Substitute Normal Physical Turret 28 159 402Armor
Mud Shot Ground Special Nova 26 141 399Power
Swords Dance Normal Status Buff Deals no damage: builds (physical) ATTACK while active.
Nasty Plot Normal Status Buff Deals no damage: builds SPECIAL ATTACK while active.
Agility Normal Status Buff Deals no damage: builds SPEED while active.
Harden Normal Status Buff Deals no damage: builds DEFENSE while active.

Damage taken by type

Weak

  • Water×1.6
  • Grass×1.6
  • Ice×1.6

Resists

  • Electric×0.3
  • Poison×0.6
  • Rock×0.6

Sprites by

Audino, CHUNSOFT, El_Pangoro_Parse. SpriteCollab, CC BY-NC 4.0.