Base Stats: 10 HP, 55 Atk, 25 Def, 35 Sp.Atk, 45 Sp.Def, 95 Speed
Abilities: Sand Veil, Arena Trap, Sand Force (hidden)
Usable moves: Ancient Power, Body Slam, Double-Edge, Earth Power, Earthquake, Façade, Final Gambit, Frustration, Hidden Power (Electric, Fighting, Fire, Grass, Ice), Hone Claws, Memento, Protect, Pursuit, Rest, Return, Rock Slide, Shadow Claw, Sleep Talk, Sludge Bomb, Substitute, Stealth Rock, Sucker Punch, Toxic
This is Diglett. It takes the shape of a phallus, but do not associate it with anything lewd. It is one of the most notable trappers in Little Cup, if not the most. In fact, it was recently suspect tested, although it ended up not getting banned.
Diglett’s most notable ability, Arena Trap, allows it to prevent any grounded, non-Ghost-type Pokémon from directly switching out. Couple that with a Speed stat that makes it one of only three LC Pokémon to reach a maximum of 20 Speed at level 5 (the others being Voltorb and Elekid), enough of a movepool to get by (including Ground STAB and Memento), and a not-too-shabby Attack stat, this little phallic mole is not to be messed around with. It may be extremely frail, having the uncontested lowest HP stat in the tier (and second-lowest in general!), but its revenge killing capabilities are second to none.
Diglett @ Life Orb
Ability: Arena Trap
EVs: 36 HP / 236 Atk / 236 Spe
– Sucker Punch
– Rock Slide
This is a chiefly offensive set that capitalizes on Diglett’s ability to trap and deal with offensive and/or weakened threats. Earthquake is obligatory STAB, Sucker Punch for priority to take on speed boosts and opposing priority, Rock Slide for coverage (namely against Flying- and Bug-types), and Memento to keep momentum and to severely weaken the opposition, preparing the way for an allied offensive threat.
EV spread and Nature obviously emphasize on speed and offense, primarily speed; Arena Trap is Diglett’s only useful ability that makes it a force to be reckoned with; Life Orb puts a bit more oomph into its merely average offensive prowess while maintaining the freedom to switch between moves.
Diglett can set up Stealth Rock, but it should only be given that role if nothing else on the team carries Stealth Rock. Protect lets it evade Fake Out without having to switch or perhaps avoid a High Jump Kick from Choice Scarf Mienfoo, but it serves no purpose otherwise. Substitute and Hone Claws are options if Diglett can find an opportunity to trap a Choice-locked Electric-type, although this is a gamble for a condition that, if not satisfied, is sort of a waste of two precious move slots.
In terms of item choice, Focus Sash is preferable in the case of Stealth Rock, and Sub+HC would prefer an item like Berry Juice over Life Orb.
This team contains:
- Diglett (set above)
- Pawniard in case Defog and/or Flying-/Normal-types become a problem
- Anorith for hazards and hazard control
- Spritzee for clerical support and to make Fighting-types easier to deal with
- Foongus as another wall alongside Spritzee (I chiefly had Pawniard in mind)
- Fletchling for Flying-type priority and sweeping in general