Overview
Diggy is the sixth Hero Pet unlocked at Pet House Level 6 (Town Hall 15), introducing underground burrowing mechanics similar to Miners that revolutionized defense-targeting strategies. This armadillo-inspired companion burrows beneath the ground to bypass walls completely, surfacing to attack buildings and troops while stunning defensive buildings for 4 seconds at max level. With 2,800 HP, 180 DPS, and exceptional movement speed (32 – matching the fastest pets like L.A.S.S.I), Diggy prioritizes the same targets as his paired hero, creating perfect synchronization for coordinated defense elimination.
Diggy revolutionized Royal Champion strategies by providing defense-stunning capability that neutralizes the most dangerous threats in Clash of Clans—Inferno Towers, Monoliths, Scattershots, and Eagle Artillery. When Diggy surfaces against a defensive building, he completely disables it for 4 seconds (enough time for Royal Champion to destroy it safely without taking damage). His burrowing grants immunity to all damage while underground, making him nearly invincible during transit between targets. Diggy pairs best with Royal Champion (both prioritize defenses, creating natural targeting synergy) and Grand Warden in ground mode (both can bypass walls). However, Diggy’s stun doesn’t affect defending Heroes or troops, and his underground periods create brief DPS gaps when heroes need immediate pet support—making timing crucial for maximizing his effectiveness.
📊 Stats & Upgrade Path
| Pet House Level |
Max Level |
HP |
DPS |
Key Milestone |
| Level 6 (TH15) |
1 |
2,000 |
110 |
Unlocked — Burrow & stun introduced |
| Level 6 (TH15) |
10 |
2,500 |
155 |
TH15 max — Reliable stun control |
| Level 6 (TH16+) |
15 |
2,800 |
180 |
⚔️ MAX — 2,800 HP · 180 DPS · 4s Stun |
Key Attributes: Diggy has movement speed 32 (fastest tier), attack speed 1.4 seconds, attack range 0.8 tiles (melee), and targets buildings. Special Ability – Burrow: Burrows underground to bypass walls, immune to damage while burrowed (similar to Miners). Defense Stun: Stuns defensive buildings for 4 seconds when surfacing to attack them (does not stun defending troops/heroes). Attack Type: Single-target melee (ground unit).
⚔️ Best Hero Pairings
Royal Champion (Best Pairing)
Diggy + Royal Champion = perfect synergy, the most powerful hero-pet combination in Clash of Clans. Both prioritize defensive buildings, creating natural targeting alignment. Diggy burrows to RC’s target defense, surfaces and stuns it for 4 seconds—enough time for RC to destroy it completely without taking damage. RC’s Rocket Spear ability pairs exceptionally well: when RC targets a distant defense with Rocket Spear, Diggy automatically burrows to that same defense and stuns it, creating coordinated long-range eliminations. Essential pairing for RC-heavy attacks at TH15-17.
Grand Warden – Ground Mode (Strong Pairing)
Solid pairing for Warden Walk strategies in ground mode. Both Diggy and Warden can bypass walls (Diggy burrows, Warden flies over), allowing seamless compartment penetration. Diggy stuns defenses ahead of Warden, protecting both Warden and supporting troops from defensive fire. Particularly effective when Warden uses Fireball equipment—Diggy stuns the target, Fireball destroys it. However, in air mode (most common), Diggy stays grounded while Warden flies, eliminating synergy.
Barbarian King (Moderate Pairing)
Works but suboptimal. Diggy helps King penetrate wall compartments via burrowing and stuns defenses King targets. However, King benefits more from survivability pets like
Phoenix (resurrection) or
Frosty (attack speed reduction) that extend his tanking duration. Diggy’s defense-stunning is valuable but King’s aggressive melee playstyle makes him vulnerable even with stunned defenses nearby—Phoenix’s 8-second revival provides better King support overall.
Archer Queen (Situational Pairing)
Viable for Queen Charge strategies but
Unicorn healing usually superior. Diggy can stun defenses Queen targets, reducing incoming damage. However, Queen Charges prioritize extended survivability through healing, making Unicorn’s 85 HPS more valuable than Diggy’s periodic stuns. Use Diggy with Queen only when facing defense-heavy compartments where stun timing is more critical than sustained healing.
🎯 Strategic Tips
4-Second Stun Duration
Diggy’s stun lasts 4 seconds at max level—enough time for Royal Champion to destroy most defenses. An Inferno Tower (2,500 HP) takes RC approximately 3.5 seconds to destroy at max level, fitting perfectly within Diggy’s stun window. Time Diggy’s surfacing to align with RC’s attack rhythm: Diggy surfaces → stuns defense → RC destroys it → Diggy burrows to next target. This creates a seamless defense-elimination chain.
Burrowing Immunity
Diggy is completely invulnerable while underground, taking zero damage from any source (similar to Miners). Use this strategically: deploy heroes near high-damage areas (multi-target Infernos, Scattershots), Diggy burrows through the danger zone without taking damage, surfaces at target defense. His speed 32 + burrowing immunity makes Diggy one of the safest pets, rarely dying before his paired hero.
Speed 32 Synchronization
Diggy’s movement speed 32 matches Royal Champion perfectly (RC has speed 32 with Royal Gem equipment). This ensures Diggy stays synchronized with RC throughout the entire attack—no separation, consistent stun support. Contrast with slower pets like
Mighty Yak (speed 16) which lag behind fast heroes. Diggy + RC move as a unified pair, maximizing stun uptime on defenses.
RC Rocket Spear Combo
Royal Champion’s Rocket Spear ability (long-range defense targeting) synergizes perfectly with Diggy. When RC activates Rocket Spear and targets a distant Inferno Tower or Scattershot, Diggy automatically burrows to that same target and surfaces to stun it. This creates safe long-range eliminations: RC throws spear from 14 tiles away → Diggy burrows to defense → stuns it → RC’s spear damage + follow-up attacks destroy it safely. Meta-defining combo at TH16-17.
Stun Limitation – Troops & Heroes
Critical limitation: Diggy’s stun ONLY affects defensive buildings (Cannons, Archer Towers, Infernos, etc.). It does NOT stun defending Heroes (Barbarian King, Archer Queen) or defending troops (Clan Castle troops, Skeleton Traps). When RC encounters defending heroes, Diggy provides DPS support but no stun—plan accordingly and use Poison Spell or support troops to handle defending heroes during RC charges.
🛡️ Countering Diggy
Multiple Overlapping Defenses
Position 3-4 defenses to cover the same area with overlapping fire zones. Diggy can only stun ONE defense at a time—when he stuns the Inferno Tower, the nearby X-Bow, Archer Tower, and Cannon continue firing at full strength. Design bases with defense clusters (Inferno + Scattershot + Monolith all covering same compartment) so even with one defense stunned, heroes still take lethal damage from unstunned defenses.
Tornado Traps for Separation
Tornado Traps pull Diggy away from his paired hero, breaking targeting synchronization. When separated, Diggy targets different buildings than the hero, eliminating stun support. Place Tornado Traps near high-value defenses (Inferno Towers, Scattershots) that Royal Champion typically targets—trap triggers, pulls Diggy away, RC engages defense without stun protection, takes full damage.
Spring Trap Delays
While Spring Traps can’t eject Diggy (too heavy at 2,800 HP), they DO delay his resurfacing timing. When Diggy burrows over a Spring Trap, the trap triggers and causes brief pathfinding disruption—delaying Diggy’s surface by 0.5-1 second. This timing delay can desync Diggy from Royal Champion, causing RC to engage defenses before Diggy surfaces to stun them. Place Spring Traps along common RC pathing routes.
Spread Defense Positioning
Position critical defenses 6+ tiles apart to minimize Diggy’s stun impact on overall base defense. If Inferno Tower is isolated 8 tiles from other defenses, Diggy’s 4-second stun only neutralizes that single Inferno—other defenses continue firing. Spread layout forces Diggy to burrow long distances between stun targets, reducing overall stun uptime. Concentrated defenses = one stun affects multiple buildings; spread defenses = one stun affects isolated building.