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RohitUpdated Sep 6, 20268 min readArticle

Is Diggy Level 15 Worth the Dark Elixir in 2026?

Diggy now goes to level 15 at Town Hall 18 for half a second more stun. Here's whether that upgrade earns its dark elixir, and who should skip it.

An armoured burrowing creature rising from a dirt hole in a village, lit by a golden upgrade beam

Quick answer

> Quick answer: Skip it for now unless you already run Diggy. Level 15 adds half a second of stun at Town Hall 18. That's a real gain on a pet almost nobody brings, and your dark elixir buys more defense elsewhere this month.

The September update pushed Diggy from level 10 to level 15. That's the only pet change in the patch. It arrived beside two supercharge tracks, so it landed in a crowded month.

I read the patch rundown twice before writing this, because the number is small and the cost isn't. Half a second sounds like nothing. In one narrow case it isn't nothing at all. Supercell lists the live game details on the official Clash of Clans page.

What level 15 actually gives you

Diggy stuns. That's the whole job. He burrows, pops up near a defense, and interrupts it.

At maximum level you get an extra half second on that stun. Everything else about him stays where it was.

Half a second per stun cycle sounds trivial written down. In a three minute attack it isn't a single half second. It's a half second added to every stun he lands, and a hero pushing through a compartment might eat five or six of them.

So the honest framing is this. It isn't a rework. It's a small multiplier on something Diggy already did.

Why nobody uses Diggy right now

Diggy hasn't been meta for a long time and the reason is simple. He solves a problem the current attacks don't have.

Stuns matter when your hero has to survive inside a defended pocket. Modern attacks mostly don't do that. They funnel, they charge, and they leave.

The pets that get picked are the ones adding damage or pulling defenses off the hero. Diggy does neither. He delays one building at a time.

An extra half second doesn't change that logic. It makes a weak pick slightly less weak. That's not the same as making it good.

The one setup where it does pay

There's a real case, and it's narrow.

If you run a slow grinding attack where a hero parks inside a compartment and works, Diggy earns his housing space. Queen walks are the obvious one. Some root rider pushes qualify too.

In that shape, every stun buys survival. Survival buys damage. Half a second across six stuns is three seconds of a defense not firing, and three seconds is a hero level's worth of health.

If that's your attack, take level 15. You'll feel it in the attacks that were already close.

What the upgrade competes with

Dark elixir is the bottleneck, not the pet house.

This same patch added supercharge levels to the monolith and to every builder hut, and both of those cost dark elixir as well. So Diggy isn't competing against nothing. He's competing against your whole defense.

Defense upgrades apply to every attack you receive, all week, whether you log in or not. A pet applies only when you attack, and only when you bring that pet.

I compared the two costs before deciding. The defense side wins on frequency alone.

The order that makes sense this month

Here's the order I'd use.

Monolith damage supercharge first. Every builder hut to level one second. Monolith hit points third. Hut hit points fourth. Diggy last.

That's not a knock on the pet. It's about what your elixir does per hour. A defense you never think about again beats a pet you might not pack.

If you want the full reasoning on the two defense tracks, our breakdown of the monolith against the builder huts walks through the numbers.

How to tell if Diggy is already in your rotation

Don't guess. Check.

Open your last ten war attacks and count how many carried Diggy. If the answer is zero or one, this upgrade is not for you yet.

If the answer is six or more, you already believe in the pet, and the upgrade is a straight improvement to something you use constantly.

I counted my own last ten before writing this section, which is exactly why this post recommends what it does. Habits are better evidence than tier lists. Yours might disagree with mine, and yours is the one that matters.

What half a second is worth in real damage

Think about it as defense uptime, not as pet stats.

A stunned defense deals zero. So every extra half second is one defense removed from the fight for that long.

Against an inferno tower mid ramp, half a second is meaningful, because the ramp resets. Against a single target inferno that has locked on, it's a reprieve your healers can actually use.

Against a mortar, it's nothing. Mortars are slow and the shot was going to miss the moving target anyway.

So the value swings hard depending on what your hero is standing next to.

The practical test is which defense your hero stalls next to most often. Watch one replay. Note the building that actually kills your queen. If Diggy can stun that building, the half second is worth real money. If he can't reach it, the upgrade buys you nothing you'll ever see.

Where Diggy sits against the other pets

The strong pets right now are the ones that add pressure or redirect it.

Diggy adds neither. He buys time. Time is the least visible thing a pet can give you, which is part of why he's unpopular even when he helps.

If you're rebuilding your pet plan from scratch rather than tweaking one level, our pet tier list for every hero is the better starting point than a single upgrade decision.

Pick the pet first. Then decide what level it deserves.

The trap of upgrading what is cheap

Diggy levels are tempting because they feel affordable next to a supercharge.

That feeling is the trap. Cheap and useful aren't the same thing.

Every dark elixir you put into a pet you don't bring is dark elixir that isn't going into a hero, a defense, or a pet you do bring. There's no refund and no partial credit.

The test is boring but it works. Would you spend this on something you use every single attack? If not, don't spend it on something you use never.

Cheap upgrades also hide their cost because they finish fast. A pet level clears in a day and feels free. It wasn't free. It was a builder and a storage you needed for something bigger.

What to do if you have elixir to spare

Some accounts genuinely are sitting on a full storage. If that's you, the calculus changes.

With surplus, take the defense supercharges first, then take Diggy, then bank the rest for your next hero level.

Heroes stay the best dark elixir purchase in the game. Nothing has changed there. A hero level improves every attack you make and every defense you place, because your hero is on both sides of the game.

Our guide on which heroes to upgrade first covers that order in detail.

Does level 15 change your war weight

Pet levels affect matchmaking, so this is a fair question.

The honest answer is that one pet level is a small contribution next to a Town Hall, a hero level or a set of defenses. It isn't zero.

If you deliberately hold weight down to farm easier wars, it's another reason to skip an upgrade you weren't going to use.

If you play wars straight, it doesn't matter enough to plan around. Take the upgrade when the pet earns it and stop worrying about the weight.

The version of this I would actually run

Here's the practical version.

If Diggy is in your army right now, upgrade him. You'll get value on the very next attack.

If he isn't, leave him at level 10 and revisit in a month. The event troops this season change what attacks look like, and pets that buy time get better when attacks slow down.

That's the honest trigger to watch. Not a tier list, not a patch note. Your own army screen. If Diggy starts appearing in it, the upgrade has already paid for itself.

Frequently Asked Questions

What does Diggy level 15 actually add?

Half a second of extra stun at maximum level, unlocked at Town Hall 18. Nothing else about the pet changes. It's a small multiplier on what Diggy already did rather than a rework of how he behaves.

Is Diggy worth upgrading if I never use him?

No. Dark elixir spent on a pet you don't pack does nothing at all. This month it also competes directly with the monolith and builder hut supercharges, and those apply to every attack you receive rather than only the ones you launch.

Which attacks make Diggy worth taking?

Slow grinding attacks where a hero parks inside a defended compartment and works. Queen walks are the clearest case. In those, each stun buys survival, and survival buys damage. Fast funnel and leave attacks get almost nothing from him.

Should I upgrade Diggy before the defense supercharges?

Only if you already run Diggy every attack. Otherwise put the elixir into defense first, because defense works on every attack you receive rather than only the ones you launch. If your monolith sits too deep to matter, copy a layout that puts it in the traffic from our base browser before you spend anything at all.

Does a pet level change my war weight?

Slightly. One pet level is small next to a Town Hall level, a hero level or a batch of defenses, but it isn't zero. If you deliberately manage weight, it's one more reason to skip an upgrade you weren't going to use anyway.

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